I just starded working on my second game, Parasite Quarantine, which is based on a low-budget movie with the same name, which I have directed and produced. My previous game project, Riga Mortis, was also tied to a movie, but it fell apart due to lack of interest (I had 4 levels ready when I went into production with the PQ movie, leaving very little time for making a game) and huge rewrites to the Riga Mortis movie which rendered the storyline of the game completely unrelated to the movie.
So, here I am again, making a movie-tie-in FPSC game, hopefully with better results this time
Parasite Quarantine
The story: In a military base, somewhere in southern finland, something has gone terribly wrong. After a group of soldiers are brought to base hospital from a training mission, the whole base blacks out. You wake up alone in a storage room. There is no-one around anymore. At least no-one alive...
The game contains FMV clips from the movie scattered throughout the gameplay, as well as soundclips and music from TR Productions (the movie production team) crew. The game does not follow the same characters as the movie, but instead focuses on a lone soldiers journey through the same base a few hours before.
(The movie teaser can be viewed at
http://www.youtube.com/watch?v=HnHNNQxy4M4 )
The gameplay and graphics are where I'm trying to make this feel diggerent than the other FPSC games. First thing is the size of levels and amount of objects. Too often in FPSC games rooms are large and object-sparse. In PQ, the levels are claustrophobic and really stacked with stuff

I had to sacrifice the dynamic physics to achieve this, but it makes the levels look infinitely better. Second thing: the game is not a commercial project, so I really don't need to give a crap about standards in difficulty etc. I want this to be hardcore survival horror, really old-school. Make no mistake about it, this will be unforgiving little puppy, most of the time you'll end up running away from the enemies. Last, but not least, I'm making the levels as open-ended as possible. I'm aiming for System shock/Deus Ex styled gameplay, so every level has multiple routes and several possible ways to get to end. There's a ton of stuff to explore here.

I'm using mostly FPSC original media and free custom media gathered from the forums... I have no idea how to model stuff
And then for some screenshots... I know the coloured lighting is excessive, but I'm making the game true to the movie, and the movie has some outrageus lightwork.
PARASITE QUARANTINE DEMO ONLINE
It's 240mb, three levels, which are levels 6-9 in the final game.
Here's the link:
http://trproductions.net/parasitequarantine/media/PARAQpublicbeta.rar
-Astek Games Developer-