15 Apr 2015

To Leave’s animations: the performance

Hello folks, we are going to continue talking about the work the Freaky team does, but today we are focusing on the animations inside To Leave. For those who have tested the game recently, you could’ve noticed how sometimes a scene with so many little animated objects in-game can run so smooth on PS Vita, well, it wasn’t so easy. It took learning some basic guidelines about how animations work, 3D animations, 2D animations, understanding

1 Apr 2015

To Leave’s environments: From Concept to Game

Within Freaky Creations they have decided to share a bit the process that the team has followed so far, and still does, to create a videogame like To Leave. During the following weeks we’ll leave aside public events and personal experiences to focus exclusively in their work. How they take the music from the recording studio to the game? How a concept becomes an in-game experience? And how all this is regulated by their philosophy,

22 Jan 2015

Taking it for granted

A bunch of things are surrounding my mind right now, but there is always something that keeps coming up. It mostly comes up by other people asking me, what happens after To Leave? I think we usually take this answer for granted.

10 Jan 2015

Sounds of the Goddess

To Leave is a game of hard challenges and surprises, each level is an experience connected directly with the human being, and a part that reinforce that experience is the audio. We evolve from the typical loops with conventional music and sounds, to the possibility of making our own sounds from its atomic structure, that´s like feeling like a God, isn't it? :D It feels almost indescribable pleasure when the ambience sounds are created and