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Medievil was the brain child of '''[[Chris Sorrell]]''' whom wanted to make a 3D version of the arcade classic 'Ghosts and Goblins', at the beginning I was involved only in an art capacity. We wanted the art to resemble the ''''Tim Burton'''' movie 'The nightmare before Christmas' but for it to be more colorful. At a certain point in the projects development the '''game play was found to be lacking''' as it was just a simple run around hack and slash game, I was then '''charged with re-designing big elements of the game''' as I have a game design background. I wanted the game to resemble an adventure (of the type I love to play) with arcade elements like the SNES 'Zelda game.'  
Medievil was the brain child of '''[[Chris Sorrell]]''' whom wanted to make a 3D version of the arcade classic 'Ghosts and Goblins', at the beginning I was involved only in an art capacity. We wanted the art to resemble the ''''Tim Burton'''' movie 'The nightmare before Christmas' but for it to be more colorful. At a certain point in the projects development the '''game play was found to be lacking''' as it was just a simple run around hack and slash game, I was then '''charged with re-designing big elements of the game''' as I have a game design background. I wanted the game to resemble an adventure (of the type I love to play) with arcade elements like the SNES 'Zelda game.'  


'''I love creating little worlds''' and one thing I strongly believe in from a design point of view is the power of '''revisiting levels to uncover secret areas and missions''' it also re-uses artwork and is labor saving when creating new levels and events. All the design in Medievil worked wonderfully, I was surrounded by a fantastic team and as it was our first game in total 3D '''there was a great feeling of pioneering''', every new task we achieved on the humble [[Playstation]] was a real step for us - I still remember getting our first very basic textured landscape on the Dev-kit at about 6-00am and the excitement that caused was a '''magic moment that may never be repeated'''!
'''I love creating little worlds''' and one thing I strongly believe in from a design point of view is the power of '''revisiting levels to uncover secret areas and missions''' it also re-uses artwork and is labor saving when creating new levels and events. All the design in Medievil worked wonderfully, I was surrounded by a fantastic team and as it was our first game in total 3D '''there was a great feeling of pioneering''', every new task we achieved on the humble Playstation was a real step for us - I still remember getting our first very basic textured landscape on the Dev-kit at about 6-00am and the excitement that caused was a '''magic moment that may never be repeated'''!
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