Posted by Derrick Freeland under Features
I’m sure that most of you are both gleefully and painfully aware of all the different techniques for creating an adventure game world. Apart from simply showing the world through sprites and background images; there are characters that tell players about the world, hot-spots with rollover text that tell them what they’re looking at, cut scenes that can show a wider view of the world, expository narration that tells players about the setting of the story… the list goes on.
For this particular article, I’d like to put aside these other techniques and focus on what it takes to create the game world visually. (more…)
I stumbled upon one tiny image.
My brain burst into emotions. I remembered getting chewed out by my boss for messing up with a client, being recruited by a secret underground organization, running a smalltime casino in a jazzy little port town, I remembered my good friend who drove me across the land in his madly upgraded company car, exposing corruption, swinging a scythe, and in the end finally getting on a train with the girl I had been chasing all that time. I got chills.
All that came from one single image…
Correct. I remembered Grim Fandango.
“What if I could capture that in my art as well?“, I started thinking.