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
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,
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.
Hello everyone! Today I will tell you about the day I felt Like Harm.
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
One of the aspects of the human experience that has always intrigued me the most are smells. Specifically, how smells are related to game design.