Questions about the article, answered by the developer.
1. 50+ items feels like a lot for what started as an atmospheric platformer — are you worried about the game becoming more about inventory management than vibes?
I think it adds a lot to the exploration rewards and expressions for the players but also dips into how it changes the gameplay, so its a big part of the meta-gameplay of the game. Practical things like just an larger air tank so you can explore further to jumping 3 times in succession. A bit metrovanian to it if you will.
2. You're hand-drawing levels on a Wacom tablet in Blender — what does that actually give you that building directly in Unreal's level editor wouldn't?
I see it more like I construct and create the architecture, leveldesign and building blocks in Blender that makes up the game world that we compose in Unreal. The ingame editor is great at assembling the world.
Blender is great at creating structured 3d models and blocking out the shapes and designs.
3. You dropped that cheeky line about Geometry Nodes and the 'angry mob' — do you actually use them, and where do you draw the line between procedural tools and hand-crafted?
Feels like most generative tools are blurring the line between ai tools and procedural tools now days.
But we also have this debate when digital art tools became more mainstream. Is art dead? nah its good.
Procedural system design for example roguelikes is still a nice artform but maybe you can generate the item ID with ai.
It's just a strange intersection here what that angry mob approves of in generative content and that landscapes shifts back and forth. I think we just don't want low quality slop and the human design touch is currently a good stamp of approval for it to atleast not all be crap.
4. A few weeks after this post you wrote about building a storm system with wind physics and curved paths — how do you decide when a level needs a unique mechanic versus just good platforming?
Is the level-design interesting or not, does it express something new that other parts of the game dosen't?
I like breaking it up and as the focus is explorative gameplay its quite important to suprise you with new ideas and content along the way, also a downside for the massive size of the game. Keep finding new expressions I want to make.
5. You mention unique soundtrack pieces for different areas — how tightly are you designing levels and music together, or does one lead the other?
Yeah I have even written design document for how the emotions of the soundtrack should feel like and designed the music after the storm system in the game for the overworld tracks.
The musical composition is made by talented composers.
6. You said you want to be better at sharing in-between work — what's actually stopping you, fear of showing rough stuff or just heads-down flow state?
Yeah now we can start sharing that a bit more.
I just use a new shiny site thats up to date as an pivot to start activly sharing more stuff.
The heads-down flowstate for me are more like daily waves I can catch and drift for a while.
Between does state I do other technical work, its a great way to break it up, stay focused and keep a healthy mental state. Got to avoid the burnout. Be kind and follow the fun and the creative flow.