The alien writing in Infinifactory is not a real language. Although it may have no meaning, it's not meaningless; on the contrary, we designed a writing system that would look believable, alien, and fit visually within the game.
In this series of posts, I would evaluate the characteristics of maps of a few popular games, from the point view of an art producer. This is part 3, about Cookie JAM, the flagship game of SGN.
Maybe it's a complete coincidence that there's so much harassment in the game community! Maybe antagonistically competitive games have nothing to do with it! Nothing at all!
Tale of Tales has stopped making commercial videogames. But why did we start more than 12 years ago? What made videogames attractive as an artistic medium for us? What have we been trying to do all this time? And how is Sunset similar and different?
The last post in the series about a modern asset pipeline. In this post we lay out how a pipeline can be structured.
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.