Recently, I played through DEADBOLT, a stealth action title that captured my interest with a slick aesthetic, open-ended gameplay, and a brilliant concept. I was so engrossed that once the credits rolled, I knew that I had to find out just how this game came to be. I managed to get in contact with Duncan Drummond, programmer and artist for DEADBOLT and his earlier title Risk of Rain, to discuss level design, cut content, and what to expect from the future.
TechRaptor: What was your inspiration for DEADBOLT?
Duncan: DEADBOLT was interesting in that it’s main inspirations weren’t really games, but movies. I wanted to get the same feeling that you feel when watching someone like Leon, or John Wick, or Blade take out an entire room of bad guys. It’s supposed to give a feeling of outplaying and outsmarting a much stronger opponent.