![]() ![]() And we wanted to incorporate that into our direction, and our level design, and the way we understood how nature and the remnants of a previous civilization kind of coexist.Īlso, it's really interesting because we have our baseline, but when we think about our surroundings in Colorado - or I'm in California, we have plenty mountains as well - we really looked to things like WPA posters, these very iconic images of America, the kind of dyed in the wool Americana and really actually brought a lot of the style of those pieces directly into the game. ![]() The baseline, when you look at it, it owes a lot to Ghibli stylings, not only in terms of the character design but also in terms the prevalence of nature and the kind of interweaving of ruins, overgrown stuff with - like in the movies Z referenced - a sense of a past a danger that has passed and the world is kind of serene in the shadow of his ruin. So we looked at games like My Time at Portia or Stardew Valley and thought, "Yes, we love the farming mechanics, we really love the world that they built, but what if this took place in a Shadow of the Colossus type of world? And then on top of that, what if there's a real world message regarding environmentalism, sustainability, and all of that?" We kind of put that Colorado culture into an otherwise gardening type of game.Įric Grossman: From an artistic perspective, I think the various influences that Z referenced directly informed our specific artistic notes, our specific artistic strands that we pulled together for the game. Some inspirations like Nausicaä of the Valley of the Wind or Princess Mononoke, or even Annihilation, Made in Abyss, these are things that really inspired us as a team. And growing up, we were huge fans of a lot of these kind of Eastern takes on Western culture, to the point where there's a lot of this magic fantasy type of Eastern takes on it. And as a team, we all love gardening, we all love taking care of plants ourselves. Zhenghua Yang: The core of the game really came from the fact that our studio is located in Colorado, so we're in this kind of Midwest, and grew up with a lot of farm lands around us. ![]() ![]() To get started, I would love to hear a little bit more about just the general inspirations behind the game, where the combination of the crafting and magic came from, and just the general lore of the world itself. ![]()
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