BREWED - the adventure issue BrewedAdventureIssue 2(clone) | Page 30
In the time that there is to create a game,
you need to work as efficient as possible.
‘After brainstorming, we decided to put
a restriction on animation.
Animating takes a lot of time, so we
wanted to create a game that didn’t
require too much of it,’ Roy explains.
After the concept, you start working on
the mechanic.
We decided on a shooting mechanic,
what means that the mechanic is used
as both movement and a weapon.
If you’re deciding the idea is good, you
start finetuning.
Everything needs to be clear from
moving and what’s happening when
you do a certain movement. ‘However, if
you’re going to have one big mechanic,
it needs to feel good to play.’ Bjorn
explains. ‘To make sure of that, tiny
little effects are added to increase the
juiciness of the game.’
Roy adds: ‘Inside this game, certain
The first thing you want to do is test if things happen that make the game feel
moving by shooting is fun. If it’s fun you really good, like lighting that Bjorn did.’
keep it, if not, you kill it.
‘If it’s fun you keep it,
if not, you kill it.’
An important thing with the mechanic
is the question if it works with the artist.
Sometimes, it is the other way around,
with the artist having an idea for the
art. Then the programmers have to see
if it fits the mechanic.
For the game marmalade, you want to
do everything as efficient as possible
since time is limited. Therefore we
used some things like glass from the
previous game we developed, changed
it up a bit and put it in the new game.
It was supposed to be a desert, but we
re-used it as the surface of Mars.
The game consists of one big level. We
worked with modular assets to make
it. It’s basically a set of pieces that
you can use and fit with each other to
make the level that you want. A bit finer
explained; modularity is like Lego.
It can be used in most places, like
boxes and scaffolding. It is really easy
to make by artist and the designers can
easily use them.
When the game concept is finished, we
The same goes for the background. pitch it for the whole year. After that,
The surface was made by one of our we only use it for our portfolio. Since it
artists, who made this in block A of last is not a fully developed game, we don’t
year.
publish it.
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