![]() ![]() ![]() These sprints got much tighter as development neared completion, and by the time we were in the final stretch, we were pushing out a new build of the game almost weekly to test important fixes and polish.” ![]() A lot of the decisions, like the game’s mountain setting, its one-touch mechanics, and later the Zen Mode, spun out from wanting to convey this feeling.įor Alto’s Odyssey, we ran our development in tight “sprints,” setting up key goals we wanted to achieve over the course of three to four week periods, and checking in weekly to make adjustments. With Alto’s Adventure, the idea was to create a game that captured the feeling of snowboarding - of being out in nature in a space that felt cozy, safe, and serene. With the Alto series in particular, though, we like to start from the perspective of a feeling we want to convey. When it comes to brainstorming and development, each project is – as one might imagine – a little different, depending on what you’re looking to create. ![]()
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