"Forcing people to control what they can't see felt like the ultimate taboo in game development."
- Rain director Yuki Ikeda details the unique challenges of making a 2D game with an invisible protagonist during GDC 2014.
You may remember Rain
as that PSN action game based on a unique concept: an invisible player character. Though the development team was entirely Japanese, they attempted to create a world meant to resonate with people across the globe.
Sure enough, the game's elegant art style and sound design left a strong impression on its players. In this GDC 2014 session, director Yuki Ikeda runs through every aspect of Rain
's production, covering everything from the initial planning phases, the selection of the Unity engine and the art production style, to the issues they faced with narrative and game design, as well as the results of their unique marketing efforts.
It's a good talk, so we've gone ahead and embedded the free video of "'Come Rain or Shine': Rain
Postmortem" above. You can also watch it (translated into English) here
on the GDC Vault. You can watch the Japanese language version here
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