Firewatch is a FPS adventure game which was released in February 2016 by the company Campo Santo which to this date is there first game released under the company game, The games directors are Olly moss and Sean Vanaman and was written by Chris Remo ,Jake Rodin, Olly moss and Sean Vanaman then finally produced by Gabe McGill with the artist being jange Ng. The games environment was modeled by Jane, all from a single painting by Olly moss. The inspiration for the design of this game is taken from the new deal advertisements by the national park service.The games has a small team and the rolse vary between the members, unlike big companys it seem indie developers pitch in wheres needed but also have there main expertise. In an interview with Sean Vanaman he mentions that they are a group of 7-8 developers in San Francisco with a designer/programmer in Vancouver while James the animator is in England. this makes up all the people working on the project, he follows on to say that they normally have around 10-12 people working on the project which to him is rather small but allows them to move at a "rapid pace" and not get "overwhelmed bye their own size and ambition" which seems to be working rather well for them as and indie studio.
Later on in the same interview they talk about the difficulties they encountered when trying to tell the story of this game without removing control from the player but also at the same time making it so your not walking around in a land without people with no clear goals as they wanted it to be a mission based game making it hard for the two aspects to not conflict with each-over, they got around this problem by having events happen when you on your way to destinations and allowing you to communicate with your boss to talk about the things that you have/are seeing on the way to your destination. I feel having the game visually direct you to the right path with out distorting you from the interest of the game is an importance to game design as a whole as it gives it a more relate able feel to the game instead of having to be told like a child, adding this sort of feel into the game would be a challenge if i was to make and RPG game but i believe its achievable.
The company Campo Santo was brought about Sean Vanaman and Rodkin co-founding the company with mark, Olly moss , before this point Sean vanaman was the co-leader and lead writer for the walking dead. With these team they had basically everything they needed to start creating there own games also soon after the creation of this new team panic announced that they would back their debut game, they where set on their way to creating Firewatch.
In an interview with Sean Vanaman it is said that Firewatch offers an experience that a lot of people have not gone from any AAA video games before. he then continues onto saying that the artwork/3d modelling was made the way it is so that you will remember it without striving for perfect realism this also includes simplified control's and story to allow them to focus on tone to create work that forces a certain feeling across to the player, they do this mainly via the use of vibrant colors.
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