Dead Air:

An Atmospheric Horror Experience


You are alone at Tower 18. Your only companion went to salvage parts from Tower 15 for some much needed repairs, however that was several hours ago and you have not received a transmission since. Dead Air begins with players taking control of Tower 18’s command console and acknowledging a long overdue transmission. Only by carefully managing the tower’s failing power generator, one-way communication network, and the impending darkness can you lead your companion safely back home.

About


Dead Air was made in collaboration with the Portland Indie Game Squad (PIGSquad) and the Creative Media and Digital Culture Program (CMDC Program) at Washington State University Vancouver during the PIGSquad’s July Remix Summer Slow Jam.

Summer Slow Jams is a collection of game jam events happening once a month in June, July, and August that provide structure and networking opportunities for creatives in Portland and remote participants. Participants are challenged to finish a creative project, learn new things, meet new people, and share their work with the community. Creative themes are delivered during each kick off event and developers are able to showcase their game jam projects at each closing event in Portland, OR. (The 2021 Showcases were held online).

Trailer


Credits


Game Directors

Katya Farinsky

Andrew Thompson

Programmers

Andrew Thompson - Lead

Ahria Nicholas

Dave Sabrowski

Narrative Design

Katya Farinsky - Lead

Elyse Mollahan

Barysh Agaliyev

Kathy Klaus

Environmental Art

Jei Shi

Logo Design

Elyse Mollahan

3D Modeling

Joel Clapp - Lead

Keegan Walden

Arlo Ptolemy

Evan Astrue

Andrew Templin

Kathleen Zoller

Tanner Gohl

Textures

Joel Clapp

Keegan Walden

Evan Astrue

Sound Design

Ransom Reed - Lead

Eric Gerdlund

Jaden Torson

Web-Development

David Sabrowski

Trailer

Katya Farinsky

Joel Clapp

The Dead Team wishes to extend special thanks to Dr. Dene Grigar for her unwaivering support of this project and the developers who created it, to Greg Philbrook for providing advanced technical support, and to the Digital Culture Program (CMDC Program) at Washington State University Vancouver for providing the resources that allowed us to complete this project remotely.

Additional thanks to Will Lewis and Marlowe Dobb from PIGSquad for supporting the development team and showcasing our game.

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