![]() That’s when the idea for tornadoes, islands and oceans came from. It was the gas giant for a long time and then it was like, okay, this needs a set of systems that change over time. I think Giant’s Deep was the last one to get its concept fleshed out. ![]() Q: So did you guys have these unique signatures of these planets pre-planned out or maybe started off and figured it out?Īlex: The base concepts for each planet in Outer Wilds came together really, really early. Brittle Hollow is one of the earliest ones to conceptually come together. I think I have a soft spot for Ember Twin because I worked on it for so long.Īlex: And Dark Bramble because people hate it. I think it is the design’s favorite planet.Īlex: I am torn. Loan: I think it’s easier to tell you which planet is the most cursed, development-wise. How was the developmental experience of not only the technical aspect of these planets and how the physics worked but also the visual grandeur of it? Does the team have a favorite planet? Q: Space in Outer Wilds is filled with planets that have their own unique signatures that make up for varying experiences for the players. It was like, yeah Outer Wilds is going to be a game where from the get-go just fly anywhere you damn well please, because the game is going to be about exploration.īefore any of that, the first inkling of the concept was, well let’s try to capture the feeling of space exploration in a video game, because it did not feel like it had really been done in the way we envisioned. Loan: Because we wanted people to be motivated by curiosity, thus it had to be non-linear, otherwise we are telling them what to do.Īlex: The non-linear thing was assumed from even before the narrative structure was in place. Loan: The museum with the pictures was there very, very early on in Outer Wilds.Īlex: Yeah, the museum is directly inspired by that.
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