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References

Fokus edited this page Nov 13, 2017 · 15 revisions

The references we take are both video games, animated films, contemporary art and television series.

In reference to the idea:

The maximum references we have regarding the general concept of history are two:

  • Club Super3: TV3 children's series in its version since 2006 where by the invention of the antagonist cartoons had to flee from their world to the human by the disappearance of theirs.

  • Don’t Starve: From the studio Klei Entertainment released in 2013. The protagonist is absorbed into a world where he will survive and fight to flee.


With reference to the technical sections:

  • Geometry Dash: From the studio RobTop Games and released mainly on August 13, 2013 for mobile devices. Geometric runner musical scroll side game. The main inspiration is its level system which increases the difficulty of the levels to each screen that the player manages to pass. Another characteristic is that you can not select a higher level if you have not achieved in previous level, in this way we make sure that the player linearly follows the history of the game. Add that each level has a different graphic section within a general graphic line.


In reference to the sections of the mechanics:

  • Teslagrad: From the Rain Games studio released on December 13, 2013 for PC, for later consoles, it contains a mechanics of polarization of magnets with electrified objects causing them to repel or attract each other. It is also a 2D videogame of platforms in which the levels are puzzles which you have to solve to reach the end of the screen. Without levels, everything linear, manages to explain a story without great dialogues or messages.


With reference to the graphics:

From the beginning we decided to create it with a contemporary art known as polygonal, sometimes vectorial, where everything is created from straight lines, without curves. The fragmented, sinuous straight or with curves very little curved, are some of its modalities and we opt more for the sinuous current.

  • SteamWorld Dig: From the studio Image & Form and launched on August 7, 2013 for consoles and PC. All the graphic part of this game is created from straight lines that manage to give that aspect of the objects having curves.

  • Alto’s: From the Snowman studio and created with Unity, the same engine used in Geomex. In this case, there are curves, but they are very scarce, and their minimalism of shapes and colors creates an atmosphere very pleasing to the vision.


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