The physical air-gap of the facility has been engaged. All external networks and phone lines are disconnected. The team is fully sealed inside the ecosystem. Absolute security has been achieved.
|
Home
Company Profile
Executive Team
Company Blog
Careers
Press & Media Contact:
>> Email PR Dept.
Please save us-
|
PUBLIC COMMUNICATIONS ARCHIVE
OCTOBER 14, 2004
Network Isolation Complete
The physical air-gap of the facility has been engaged. All external networks and phone lines are disconnected. The team is fully sealed inside the ecosystem. Absolute security has been achieved. OCTOBER 10, 2004
Workflow Synthesis
Telemetry confirms no staff member has left their workstation in 96 hours. The biometric sensors are perfectly synchronized with the codebase. The dedication is total. OCTOBER 02, 2004
Overheating Sub-Systems
Blade servers are hitting critical temperatures. The electronic deadbolts on the server room won't disengage to let the heat out. The Director insists this is an intended hardware stress-test. SEPTEMBER 28, 2004
Data Anomalies
The AI entities are no longer following pathfinding logic. They are lingering in the dark geometry right outside the player's FOV. It is a brilliant emergent behavior. We are staying overnight to observe. SEPTEMBER 21, 2004
Kinetic Response Integration
The engine successfully sealed the physical breakroom doors during a biometric stress dip. The team was surprised, but it proves the physical hardware integration works flawlessly. SEPTEMBER 15, 2004
Commit Overrides
Arthur has pushed a master patch that integrates the fire alarm system into the game's audio engine. Environmental realism is at an all-time high. SEPTEMBER 08, 2004
Optimizing Illumination
The overhead office lights have been slaved to the in-game day/night cycle. We are currently working in total darkness. The monitors provide excellent contrast. SEPTEMBER 01, 2004
Logic Gate Refactoring
The central AI appears to be classifying staff members as hostile entities. It has attempted to quarantine us in the central corridor three times today. A fascinating bug. AUGUST 12, 2004
Entering Beta Phase
The Beta build is compiling. We are pushing the limits of the hardware. We ask our community to understand that greatness requires absence. We look forward to revealing the future soon.He took the keys. The landlines are dead. Please, call the police to the Route 9 industrial park. We can't open the doors. AUG 05, 2004 Texture Resolutions Upgraded environmental textures to 512x512. The grime looks incredibly realistic. JUL 29, 2004 Audio Mixing Phase Balancing low-frequency rumbles to induce natural anxiety. JUL 15, 2004 Q3 Financial Update Deadbolt Studios remains fully funded through launch. JUL 02, 2004 Physics Tweaks Rigid body collision is now fully functional in Sector 2. JUN 22, 2004 Server Expansion Added three new blade servers to handle the biometric data. JUN 10, 2004 Animation Smoothing Entity walk cycles have been deliberately staggered to look unnatural. MAY 28, 2004 Engine Update 0.8a Pathfinding logic rewritten. MAY 14, 2004 Welcome Chloe Deadbolt welcomes Chloe Davis to the programming team! MAY 02, 2004 Isolation Philosophy Creativity dies in comfort. Innovation requires pressure. APR 22, 2004 UI Minimalization We are stripping away the HUD entirely. No safety nets. APRIL 14, 2004
SECURITY // FIRE ESCAPE UPGRADES
To protect our proprietary engine from corporate espionage, we have installed heavy-duty electromagnetic deadbolts on all external fire exits. These locks are hardwired directly into the central server room and controlled exclusively by the Director. Security is our top priority. APR 01, 2004 Lighting Rigs Volumetric fog added to the lower levels. MAR 22, 2004 Sprint Planning Entering a two-week intensive crunch cycle. MAR 10, 2004 Memory Leaks Fixed a major memory leak in the core loop. FEB 28, 2004 Alpha 0.6 Milestone We have successfully rendered the first complete level geometry. FEB 14, 2004 Four Year Anniversary Deadbolt is four years old today. We are just getting started. JAN 30, 2004 Shader Compilation New custom shaders applied to metallic surfaces. JAN 12, 2004 Office Maintenance The AC unit in the east wing is functioning again. JAN 05, 2004 New Year Push Welcome to 2004. This is the year we ship. DEC 20, 2003 Holiday Schedule There will be no holiday break. The work requires unbroken momentum. DEC 05, 2003 Sound Design Recording foley footsteps on concrete. NOV 22, 2003 Investor Demo The vertical slice demo was a massive success. NOV 10, 2003 Code Cleanup Refactoring the legacy codebase from 2002. OCT 31, 2003 Halloween We don't need costumes; the game is scary enough. OCT 15, 2003 Q4 Goals Aiming for feature complete by spring. OCTOBER 01, 2003
PROMOTION // UNPRECEDENTED DEDICATION
We want to publicly recognize David Chen. To crack the pathfinding AI, David did not leave his terminal for twelve consecutive days. He slept on the concrete floor in two-hour intervals and sustained himself entirely on vending machine coffee. For his absolute surrender to the project, David has been officially promoted to Lead Engine Architect. SEP 18, 2003 Texture Mapping Applying UV maps to the central corridor. SEP 04, 2003 Bug Triage Cleared out 150 minor collision bugs today. AUG 22, 2003 Lighting Pass Dynamic lighting is taking a heavy toll on framerates. AUG 09, 2003 C++ Migration Successfully migrated the core physics engine. JUL 28, 2003 Model Rigging Skeletal rigging for the primary entities is complete. JUL 14, 2003 Financial Report Budget optimizations have been approved. JUN 30, 2003 Mid-Year Review We are exactly where we need to be. JUN 15, 2003 Asset Generation Generating procedural wall textures. MAY 29, 2003 Compiler Optimization Build times have been reduced by 14%. MAY 12, 2003 Concept Art Hand-off 2D concepts are being modeled in 3D today. APR 28, 2003 Server Maintenance Routine defrag on the main drives. APR 10, 2003 Spring Sprint The team is pushing hard through the weekend. MAR 25, 2003 Alpha 0.4 Reached Core movement mechanics are locked in. MARCH 15, 2003
SECURITY BREACH // PASSWORD PROTOCOLS
Last night, an automated brute-force script triggered a localized lockdown, sealing the breakroom doors for twenty minutes. The breach was attempted on an administrative account because someone used their pet's name combined with their graduation year as the master password. Please stop doing this. It is a massive security risk. We need to be smarter than this. FEB 28, 2003 Network Infrastructure Upgraded the CAT5 cabling in the east wing. FEB 10, 2003 Behavioral Mapping Initial tests on player anxiety tracking. JAN 25, 2003 New Year, New Focus The team is back and ready to build. JAN 08, 2003 Asset Pipeline Streamlining how we import 3D models. DEC 18, 2002 Year End Review A successful year of foundational coding. DEC 02, 2002 Audio Scrubbing Cleaning up the raw ambient recordings. NOV 20, 2002 Physics Prototyping Testing gravity and fall damage logic. NOV 05, 2002 UI Design Drafting the initial pause menu. OCT 22, 2002 Server Racks Bolted the new server racks to the concrete floor. OCT 08, 2002 Data Storage Installed new backup drives for the main repository. SEP 25, 2002 Engine Architecture The foundation of the engine is solidifying. SEP 12, 2002 Team Expansion Hiring phase two is complete. AUGUST 14, 2002
FACILITY // THE ANECHOIC CHAMBER
I just finished installing the final acoustic baffling in the new lower-level Anechoic Chamber. Once you pull the heavy steel vault door shut, you are completely cut off from the physical world. It is perfectly silent. If you stand in the center of the room, you can hear the sound of your own blood pumping. It is the ultimate sensory deprivation environment. JUL 30, 2002 Concept Phase Complete We are officially moving into full production. JUL 15, 2002 Closed-Door Initiative We are locking down the facility to outside visitors. JUN 28, 2002 Facility Move-In The team is settling into the new concrete enclosure. JUN 10, 2002 Moving Day Packing up the old startup office. MAY 25, 2002 Lease Signed We have secured the new industrial facility. MAY 05, 2002 Prototyping Building wireframes for the new AI. APR 22, 2002 Seed Funding Angel investors have backed the project. APR 08, 2002 Whiteboard Sessions Mapping out the psychological triggers. MAR 20, 2002 Tech Demos Showing off the rendering capabilities. MAR 05, 2002 Project Name Internally, we are calling it 'The Immersion'. FEB 18, 2002 Brainstorming Defining what true horror means in a digital space. FEB 02, 2002 Staff Meeting Arthur laid out the vision for the next two years. JAN 15, 2002 Year Two Begins Ready to build the foundation. DEC 10, 2001 End of Year One We survived the startup phase. NOV 20, 2001 Early Code First lines of C++ committed to the repo. OCT 30, 2001 Workstations Setting up the CRT monitors. SEP 15, 2001 Core Engine Deciding on the tech stack. AUG 22, 2001 First Hires David Chen joins as lead architect. JUL 10, 2001 Startup Grind Working out of a garage. FEBRUARY 14, 2000
WELCOME TO DEADBOLT
Today marks the beginning of a new paradigm. Deadbolt Studios is officially online. We are not here to entertain. We are here to change how the human mind interacts with the digital space. Prepare yourselves. |
| © 1999 - 2004 DEADBOLT STUDIOS INC. | CONFIDENTIAL & PROPRIETARY | |