High End, Low Rez
Strong designs include strong limits. 30 minute talk explaining how uncomfortable limits from the 80's can have a focusing effect on your game's design, look, gameplay, and marketability without sacrificing modern gamefeel.
High End, Low Rez (30 minute talk, 20 minutes of QA)
Strong designs include strong limits. Ryan Davis, creator of Adventure Lamp and Rashlander, explains how uncomfortable limits like small resolutions or restricted colors can have a focusing effect on your game's design, look, gameplay, and marketability. Turns out your game can look retro without looking old. The keys are in Impressionism, CRT monitors, and modern GPUs.
Seriously, though. I love this stuff. What crazy limits are you imposing on your own work? I would love to see what you're working on in the comments below. The weirder the better.
Presented during the GDEX 2017 event in Columbus Ohio. Learn more about Ryan's games at https://twitter.com/ryguygames
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