As the first game of Silver Lining Studio, “Within” features a narrative-driven game with dark fairy-tale atmospheres. Right now, you can download the Beta version of “Within” on Google Play and TapTap.
1. Game Concept of Within: Set off on a Magnificent Dark Adventure
2. “Within” Art Design: Full Fulfillment of Creativity on Hardware Performance Limit
3. “Within” Visual Design: How to Draw Players Full Attention to the Game?
If you want to tell a story of a romantic adventure on the screen without any word, how do you do it? Imagine yourself watching a movie, though the actor was not speaking, we still managed to feel the emotion at the very moment. What causes this? One of the methods is to take advantage of camera movement. This article of Within Dev Team will mainly focus on some patterns of camera movement and why we chose these patterns. …
As the first game of Silver Lining Studio, “Within” features a narrative-driven game with dark fairy-tale atmospheres.
Right now, the full game is still under development. You can download the Beta version of “Within” on Google Play and TapTap. The Beta version includes few beginning Chapters of our game.
In this journal, we will mainly focus on sharing how we fulfill our main art style under limited resources.
As the first game of Silver Lining Studio, “Within” features a narrative-driven game with dark fairy-tale atmospheres. For the making of our game development journals, we hope we can share our experience on developing “Within” with other game developing aficionados, so there goes a series of “Within” themed articles on Medium.
The focus of this article falls on the choices we faced during visual design stage.
One of the early decisions we made is to adapt a “faceless” protagonist. Since we’ve decided not to present the story with conversations, texts and any kind of literation, the decision of a protagonist without verbal communication naturally falls into place. In addition to the former reason, we hope that with players progress through the stages, their emotions would be triggered by the plot implied within the scene. Therefore, the design of facial expressions was removed from Emma. With players’ focuses falls on the details and clues given out from the scenes, players would throw themselves into the plot and unveil the storylines with given clues. …