Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 4, 2016
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Aesthetics, Game Design, and Development of the Zelda-like Anodyne
by Sean Hogan on 10/15/12 03:46:00 pm

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

Recently I was lucky enough to give a talk on my game, Anodyne, during the opening ceremony of my school's new arts center. 

In it, I decided to talk a bit about how Jon Kittaka and I went about choosing the music, art, and gameplay in some of the areas in Anodyne - basically, how we created the aesthetics and how they fit into the overall gameplay and story, etc.

I also talk a bit about our development workflow in creating the areas, as well as answer some other amusing questions.


 

One can download the demo of Anodyne here .

The slides are available here and you can watch the video below. Let me know what you think!

Link to video.


Related Jobs

Insomniac Games
Insomniac Games — Burbank, California, United States
[12.02.16]

Senior Designer
Cold Iron Studios
Cold Iron Studios — Santa Clara, California, United States
[12.02.16]

World Artist
Cold Iron Studios
Cold Iron Studios — Santa Clara, California, United States
[12.02.16]

Senior Visual Effects (VFX) Artist
YAGER Development GmbH
YAGER Development GmbH — Berlin, Germany
[12.02.16]

UI Artist (f/m)





Loading Comments

loader image