1. Development Beginnings
Hello, I’m Enrike Valiente, a developer alongside two others, responsible for design, art, 3D models, and also serving as director and producer. Background Bells is developed in Unity, and we’ve been working on it for about five years.
The idea came to me one day when I wondered what it would be like to make a game similar to Resident Evil, especially focusing on the environments. In the early Capcom games, the backgrounds were prerendered — flat images placed to simulate the perspective of the 3D environment where the character moved, with layers upon layers of different elements added on top.
With that idea, I began experimenting with various programs and learning, as I didn’t have much experience with Unity or Blender at the time. I decided that the game’s backgrounds wouldn’t be prerendered images, but hand-drawn environments. I would start from a 3D scene with a camera, then redraw the frame, which would later be placed in the 3D environment to simulate perspective so the character could move within the drawing.
2. The Sound of Background Bells
The soundscape in Background Bells is one of the most important pillars of the horror experience it aims to convey. The city of Rindfield is ancient, with a tumultuous history, full of shadows. Many dark events have taken place there, some of them truly chilling. In its alleyways echo ancient rites, twisted ambitions, and voices in agony.
Through Halley’s eyes, the city feels silent, caught in a tense calm — like a membrane on the verge of breaking, struggling to contain the horror that will slowly unfold before her.