![]() ![]() ![]() One was our art director, Ben Lee's, love of old-school sprite-based shooters and the idea that these could still look interesting today if we really bumped up the resolution of the sprites. So, there were two convergent thoughts that lead to our visual style. We use the Wwise sound engine and all the scripting is C#. Nothing too weird! Creating distinctive visuals through crafty budgeting Pretty much straight Unity with some asset store plugins as well as the usual art creation tools. Like, what if we took the moment to moment gameplay of an immersive sim shooter like System Shock 2 and put that into a framework where we were procedurally generating an infinite number of missions? So, it was a design idea to start with and we stayed pretty true to that concept during development (we think it turned out to be quite a good idea), although we threw away a lot of the narrative and setting that we started with (the game was initially called Ghost Armada and it was a much more gritty, hard sci-fi type experience than it turned out to be). Void Bastards was conceived as a mash up between System Shock 2 and modern roguelike games. Eventually, we sold that business and I've been doing indie development ever since. Having been paid to learn how to make games I then learned how to manage a team when Ken Levine, Rob Fermier, and I started Irrational Games and landed the chance to develop System Shock 2. I bumbled my way through some games with them, including some well known titles like Thief: the Dark Project and some less well known ones like British Open Championship Golf. I started making games in 1996 when I was inexplicably hired fresh out of grad school as a senior programmer at the legendary Looking Glass Studios. I'm Jon Chey and, like the rest of the team, I did a bit of most things on the game, although the credits call me the design director and a programmer. Gamasutra spoke with Jon Chey of Blue Manchu, developers of the Excellence in Visual Art-nominated title, hearing about how budgeting concerns helped forge the game's striking visual style, the gameplay elements that were enhanced by that look, and the thoughts that went into creating enemies that made sense within this comic book-like world. Void Bastardsis a strategic sci-fi shooter of combing through dangerous ships for supplies, tasking you with knowing when to blast your enemies and when to cut your losses and run. ![]()
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