www.davidhellman.net/blog/the-1up-show-interview -> www.davidhellman.net/blog/the-1up-show-interview/
March 14th, 2008 at 1:14 pm I wonder if it was the fact that the level design was mostly done by the time you started that allowed you to not use tiles. It seems one of the benefits of using tiles is that you can change the level design around without having to redraw much or at all. Or did your system of blending pieces together allow for that as well?
The fuzzy-edged pieces the game is built from are repeated in different positions, rotations, scales and combinations throughout the worlds, so by definition they have to be rearrange-able. Even a game with tile graphics starts with stripped-down visuals, generic collision tiles that are later individualized as grass, rock, brick, etc. Since there seems to be some interest in this, I'll go into more detail in a future Art of Braid feature.
I'd very much like to see pictures of individual level pieces or more details on the hazy, parallax background layers, especially the intro-fire, story-clouds, and sun beams; They're subtle touches, and I wonder at the refinement they must have gone through.
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