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    Gamasutra has interviewed thatgamecompany's Robin Hunicke about the company's approach to development, including Journey. Here's an interesting snippet:

    "Visuals, sound and movement... it all has to come together, and when it doesn't, it's usually obvious," she says, and then laughs: "It's usually painfully obvious."
    Even making small adjustments, such as moving the placement of a light or changing the angle of nearby visual signals to ensure the player's eye is being drawn in the correct direction is important. "This is one of the things that's great about having the time to work on Journey that we've had, and iterate over a longer period of time," she says. "We can make changes to the fundamental mechanics."
    There is something of a risk in o…
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