"But there was a lot of fun in tweaking things until you found something interesting. I think Panoramical feeds off that." Ramallo and Kanaga first met at IndieCade back in 2011, and immediately hit it off. Ramallo stayed with Kanaga at GDC in 2011, and they decided to start prototyping game ideas together. Panoramical soon began to form. "After Proteus, Dear Esther etc., we both realized you can make a game without much traditional gameplay," Ramallo says. "Proteus was a big influence in thinking, 'Ok, I don't need to add gameplay to make it worth it.'" "Before Panoramical, I felt that if you didn't add gameplay, you wouldn't get value," he adds. "I think a lot of people are now realizing that there is an audience for intimate experiences that aren't necessarily 'game' games.""It feels like an encapsulation of a lot of the things I like in music software and image software."
"Events are actually not the best way to play it," he says. "When we show it at events, we try to create a space that is comfortable. We put some pillows on the floor for people to lie on. It's a cozy game. The living room environment or your room is the best way to play it, immersed in it with just one person or a small group." And now the pair has more hands onboard. Announced earlier this year, Finji is helping out with marketing side, while Fez studio Polytron is lending a hand too. "We were in touch with Phil [Fish of Polytron] for a while about the game," says Ramallo. "He played it a couple of years ago when we first showed it to anyone. We were staying at a friend's house in Austin. Adam [Saltsman of Finji] saw it too in Austin. So we knew they were interested in the game." He continues, "This year after I came back from GDC, I was pretty stressed out about not only making the game, but also managing all the business aspects, accounting, press... I'm not very good at reaching out to press and doing marketing stuff. So I felt like I really needed a hand with that. I heard about Finji doing sort of publishing, and that seemed like exactly what I needed.""After Proteus, Dear Esther etc, we both realized you can make a game without much traditional gameplay."
"There's all these really detailed time structures happening in games," he adds. "So when I'm doing music, I try to think ok, the game already has time structures in place, and the goal of the music oughta be to just hug that as tightly as possible." He practiced this trade to a wonderful degree in both Proteus and DYAD, with hundreds of musical "events" occurring within each game. With Panoramical, he's hoping to take that further. "I think Fernando's visuals are vastly more musically-interesting than the music that I've composed for them!" he exclaims ("Oh, you stop," laughs Ramallo). "So the basic idea of having all these variables, that's sorta how I like to think of designing music for games, where there are going to be however many 'degrees of freedom' -- ways that a player can act in a space -- and ideally every action that the player can perform, we would feel that reflected in the music." "And that's kinda what I mean in Panoramical by the visuals being more musically interesting in a way -- when I'm playing it, I feel like I can really feel musical changes with every little shift of the visuals.""The game already has time structures in place, and the goal of the music oughtta be to just hug that as tightly as possible."