Roberts had to teach himself a lot of skills, such as game design and animation. When Jonathan Blow’s indie classic Braid debuted in 2008, it suddenly seemed possible for a small team to put together and release a game.Ĭomposer Joel Corelitz and sound designer Eduardo Ortiz Frau contributed to Gorogoa, but it was largely a solo effort. ![]() He worked on a comic strip on the side and had started putting together a graphic novel. Roberts’s professional background is in software engineering, but he’s always had creative aspirations. Scenes in the story that take place at different points in time communicating with each other, I became really interested in that.” “They have these borders in between them, and that immediately made me interested in breaking out-I like the structure of those borders compositionally, but I also wanted the scene to break those rules, so things could escape from their frames. “I was interested in the way comics have multiple panels laid out as part of a larger composition,” said Roberts. Others depend on triggering events in the environment - like a bird landing on a branch and knocking an apple from it into a bowl in the frame below. Some of the puzzles require you to line up moving mechanical parts. It plays with perspective, zooming in and out of certain tableaus and enabling you to manipulate certain items. ![]() ![]() Gorogoa presents each scene in frames, and the puzzles involve moving the frames around. And then I also had to come up with a lot of cultural imagery that is related to this world and its history, its religions and things like that, that was recognizable by the type of imagery that it was, or the part that it plays in the culture, but isn’t an exact reproduction of anything from our world.” There are urban locations, train platforms, things like that that are-I want them to look visually exciting, while also feeling grounded. “I wanted it to feel like it had some degree of ordinariness, for this other place. “As far as the design of the world, I wanted this to be recognizably similar to our world, to conceptually take place in a version of the 20th century, and I didn’t want the world to look too fanciful or strange,” said Roberts in a phone call with GamesBeat.
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