On the development side, criticism and suggestions are welcome, but you have the last word regarding the task you’ve been appointed, which really makes you feel like it’s ‘your’ baby, not something your boss forced you to do. It may lead to some lost sleep, but I don’t think anyone here would trade this organization for another. I guess every team member lives it differently, but being equals means we are all equally responsible for the success and failure of the company. Can you tell us more about this and how it impacts the development process? We traded that relative security for the ability to develop a game that we wanted to play.īeing a small company and working without a boss must be quite an interesting experience. The company took a big risk when we moved away from the mobile market, which for all its faults was providing us with a sustainable business. But, building mobile games based on data like a player’s behaviors, retention, and spendings isn’t how we like to design games. Motion Twin shifted to mobile when the market for browser games collapsed. What prompted the shift to PC/console games and has there been a difference in how you approach development? Motion Twin used to develop for mobile games. We also used a 3D pipeline to get smooth animations, which is probably one of the things our players love most about Dead Cells. But, we also wanted to offer a modern take on this art style by using lots of particles, an emphasis on motion and special effects, a 3D lighting system, and lots of shaders. We always loved pixel art and already had experience with it. What was your approach to developing the game’s art style? With a game like this, the art style really makes a difference in making it stand out. When we decided to do “Castlevania, but with infinite replayability,” it seemed obvious to add those ingredients to our recipe. Some of our previous games on browser already included permadeath and randomness as major pillars of the gameplay loop. How exactly did you come up with the unique roguevania genre with Dead Cells? But, we also wanted to offer a modern take on this art style by using lots of particles, an emphasis on motion and special effects, a 3D lighting system, and lots of shaders" "We always loved pixel art and already had experience with it. To learn more about the development of this game, Gamingbolt reached out to the developers with some questions and Communication Manager Joan Blachere provided the following answers. While there is permadeath, you are able to progress with each palythrough and unlock new shortcuts to get to objectives quicker. The game blends elements of both the Roguelite and Metroidvania genre, and it s challenging to say the least. Dead Cells is an indie game that has managed to stand tall in a market with many similar independent titles.
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