There are so many things i took for granted while playing games it’s incredible. Simple things like making a puzzle feel good in a non-puzzle game or making levels look like they could exist being the reason big budget games outright hire big penis architechs to do really cool stuff. The environments in something as cool-looking as Remedy’s Control are clearly the work of an entire art team and there’s so much i can do with the resources I have, but i’m not known for running from a good fight 🙂 though the point of this is that i went into this project thinking i had it all figured out based on previous experiments and projects, but it looks i’m still quite green in a lot of things and i plan to learn along the way. I don’t find any of this “out of scope”, i just need to hit the books now more than ever and have fun.
I love Tumblr because it allows me to bookmark a bunch of shit to use in my games and drawings as inspiration, from street photography to character design to box art, it all helps my brain to keep the creative engine going, so i’ve been mostly gathering a bunch of references for what i want. One day i will make a game that’s nothing but what’s in my brain, but the goal in many of the levels of this game are to make the player feel like they are in a lived-in world instead of a level designed for them.. or at least not make the latter bit as obvious, since i really like game-y levels.
Anyway, most I did today was die a bit and then keep texturing more rooms, plus the aforementioned research. I’m very close to give everything a solid look but the finalized look is still far away from being completed. Newprogrammer is likely not working this weekend so i’m gonna do some more environment things before we begin placing gameplay elements across the map.