Recollections from the Art-World

 by Philipp Schürz So this is my first post about the design aspect of the game. Where to begin… So much has changed since we started this project. I can’t even remember exactly when that was. In the beginning it felt like I was just trying to stay afloat. I was doing one asset at a time, trying to get “one of each” done just so that we wouldn’t have…

by Philipp Schürz

So this is my first post about the design aspect of the game. Where to begin…
So much has changed since we started this project. I can’t even remember exactly when that was.
In the beginning it felt like I was just trying to stay afloat. I was doing one asset at a time, trying to get “one of each” done just so that we wouldn’t have so many blanks and placeholders. I wasn’t really thinking much about coherence. I just had a loose image in my head, of what the world(s) should look like and tried to make every new asset to kind of fit that.
I don’t know how many times I have completely reworked the platforms already! When we transitioned from a student project to something we actually wanted to publish, it was obvious that this had to change.
I spent quite some time now on conjuring up a couple of images that will serve as a guide for all future asset creation. I can now say with some confidence, that the hard work is done! (not really though ^^) From now on, no second guessing, no major restructuring. All major ideas for the looks of Schein have been committed to paper and were approved. There is a strong red line now that “only” needs be followed. If we started this project today, I would do lots of things differently. But then again, that is one of the most gratifying things about working on this game: looking back and realizing how far we have come and how much we have learned. As individuals and as a team.
Solid World Green World