My First Year at Mad Head Games
Before joining us, Antony was already deep in the narrative trenches: running his own indie studio, teaching game narrative, and writing for Wireframe magazine. Basically, if it involved words and games – he was there.
Most recently, he was at Fishlabs as Lead Narrative Designer, contributing to a brand-new sci-fi horror IP as well as joining preproduction on Red Faction and several other projects based on some of the world’s best-loved IPs. So yeah… when it comes to story, Antony doesn’t just know his stuff. He’s lived it.
Now, just over a year into his time at Mad Head, he looks back on joining a driven, dream-big team – and how his fresh perspective helped sharpen our narrative direction.
Boomerang Lead Animator: From The Basement To The 20th Floor
Some paths lead you away – others lead you home with a few extra XP.
Duško Balatinac is a true boomerang Mad Head. After spending nearly five years at the studio, he set off for three years to explore new challenges – including working at one of Europe’s largest motion capture studios (Take1), where he contributed to titles like The Witcher and the Battlefield franchise.
He also published two major games, Pagan: Absent Gods and Scorn. Now, two years into his return as our Lead Animator, he’s bringing fresh perspective, sharp leadership, and a whole lot of animation wisdom to the team.
The Making of Scars Above: Bringing Kate To Life
Dr Kate Ward is an astronaut & scientist, but she is no fighter!
Discover how her skillset directly influenced the design and flow of the game – and meet the actress who voiced her, the talented Erin Yvette.
The Making of Scars Above: The Art
Explore the creation behind the art of our action-adventure sci-fi title Scars Above!
Join our team as they take you through the thinking, mechanics, and execution of this challenging sci-fi third-person action-adventure shooter’s art, design, and environment.
The Alpha: An Apex of Aggression
“As soon as we finished our prototyping phase and implemented some basic systems like movement, shooting, and early stages of combat, I started thinking about how to teach the player a thing or two about the combat mechanics of Scars Above.
This is a story of how we approached the design of our first boss fight – The Alpha.”