When it comes to engrossing the participant into a work of art, one of the most efficacious concepts a creative talent can leverage to have their vision fully realized and capable of enthralling even the most discerning of critics is the idea of using visual and/or auditory tone to create a gateway into whatever world…
Ever since they first began making sense of the world they inhabited and their very purpose on it, humans have been exposed to various tribulations, both internal and external, that have cast a shadow on both the psyche of the individual and civilization as a whole. Such a shadow, born out of literary and cultural…
I was looking at the Launch trailer for Destiny 2 and as I found out that I was more interested by the second game and how everybody thought it was a good improvement, I got this strange question inside my mind.
Environmental storytelling is a term I never quite grasped before I played The Elder Scrolls IV : Oblivion, although it was there in other games (And even in the amazing The Eder Scrolls III : Morrowind) I only started to understand his meaning, and actually only learned that this way of storytelling a story has a…
When you design something, it being a Video Game, a Story, a World, or any medium that requires creativity, you start understanding the underlying of how this thing you need to design works. And the more you do this, the more cursed you get.
Sprinting is an action that is highly ubiquitous in video games as a medium. Shooters, fighters, action adventures, and role playing games are some of the many genres that feature running or a similar mechanic. The most apparent purpose of a run is to move between destinations at a faster rate. Despite how simple an…
Fast travel is not inherently a bad mechanic, but strangely enough every time I’m putting the words “Fast travel” and “Evil” in the same sentence, no matter the context, there are always someone telling me something like “If you don’t like it, don’t use it” or “But it’s very convenient”.
You are among the first things I think about when I wake up.
Among the last when I lay down on my bed.
If one day, I ever give you up.
It would be because I’m dead.
Welcome! Last time on the Pre-Dev Diaries, we got to meet a few of the on screen baddies of Project Raga. Those minions explored the nature of fitting function into an appealing design and how those designs fit into the puzzle that is the overarching story. This week, I wanted to introduce a bunch of characters who…
Hey all! Last week, I covered a lot of the early gameplay concepts and ideas I had while introducing the story that helped inspire those corresponding elements. Today, I’m gonna give you a sneak peak at the enemies born of the story and environment and let you in on how they came to be!
Last week, I discussed how Metal Gear Solid was a huge inspiration to my approach to everything Project Raga, between character design and stage layout.
I’ve always had trouble getting out of first gear and pushing ideas that I swear can go the distance. There’s a plethora of reasons why the proverbial car rarely starts up but I’m not here to list them...They’re all just excuses mostly mired in fear and anxiety and today I want to see them in the rear view mirror.
Design affects how we perceive everything we see, and if you look around the AniTAY community, you can really see that ethos around. I’ve been redesigning all of the assets from AniTAY itself to my blog and now Taykōbon, but unlike my blog and AniTAY itself, I actually have a story and rationality/philosophy to tell…
Milk Cow Pokemon