Having that control creates a different feeling of identification to the character. In a game the player is in control of their game avatar (in our case Ori) which immediately creates a sense of attachment that isn’t otherwise possible. It helps us understand the protagonist’s inner-most thoughts and see things from their point-of-view, but we’re still passive in the sense that we cannot actively control what happens – we can only continue to read and observe. Even if a book is written in first person, it’s not quite the same. With a book or a movie, we always function as an observer to the protagonist’s story, which creates a degree of separation. Jeremy: What gaming provides that no other medium can is truly putting the player in the position of the protagonist. Ori and the Will of the WispsĬGMagazine: What do you think gaming adds to the artistic process, and do you believe this feeling could be replicated in another medium? We don’t feel like going down the road of auto-generated content, it’s not where our heart lies. We want to continue creating interesting and hand crafted spaces that are memorable and just cool to explore. Next to that a lot of our designers also got very experienced with level design, this is definitely one of the things that will flow into other projects. We want to craft experiences that will still be appreciated many years from now, and we think that non-realistic art styles can stand the test of time much longer, they don’t feel outdated as fast as games that pursue realism so that’s definitely one of the core things that we’ll take with us for future projects. The music is also perfectly oppressive, selling the creepy vibe of the entire area.ĬGMagazine: What about Ori will you bring into other projects moving forward?ĭaniel: We at Moon value a strong art direction. The visuals and audio pair very nicely together for that specific sense of dread when the darkness is about to overwhelm the player. There is an all-encompassing darkness in the environment and if the darkness begins to close in around Ori, the audio perfectly matches the claustrophobic feeling. There are many good examples, but a specific one that comes to mind is the Mouldwood Depths. ![]() Jeremy: Every piece of the game benefits from the synergy between all of our departments, and how art and audio work together to craft a cohesive experience is no exception. Ori and the Will of the WispsĬGMagazine: Are there areas of the series that feel best showcase a blending of art and audio? Many themes in the bigger world seem to have some alternate representation in that small world you can have big sand dunes in a desert but similarly those sand dunes show up as miniature ones on a beach, zooming in at the level and imagining what your looking at is the large scale world can give a lot of inspiration, and you can find it everywhere you go. ![]() Just walking around in nature you might appreciate a forest as a whole, but looking down at the details that are everywhere, the little nooks and crannies, represent an entirely different perspective, the world at the level of insects and small birds. The scale at which the world of Ori is represented is an interesting mix of the big and the small. Our goal was to blend new ideas into what was already established to create something similar but fresh.ĬGMagazine: Do you have influences you draw on to help shape the look and sound of the game?ĭaniel: The real world is one of the biggest influences to be honest. Additionally, while we wanted to stay true to the vision of Blind Forest, we had a team of artists bringing their own stylistic preferences to the project. ![]() Blind Forest’s art style was heavily inspired by the works of Studio Ghibli and by extension Will of the Wisps’ was as well, but that primarily happened through our intricate study of the original game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |