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Hohokum walkthrough ps3
Hohokum walkthrough ps3













hohokum walkthrough ps3

Hogg: Yeah, like the character called Tom Cruise. But also, it imbues them with life and maybe it encourages us to start thinking about characters and the place they live in at a deeper level? Do any of them have names or stories? Hagget: Actually most of the characters in the game have names, but we'll never reveal what they are! On a practical level, it's useful to have names for things, so you can talk about them easily. Hohokum certainly stands out Hohokum has an array of uniquely designed characters. A good example that I often use is that all of the buildings in the original IGF build (now the city area in the game) are based on the village of Portmerion in North Wales. I am a guy who draws stuff all day and so it is no surprise that Hohokum looks a lot like the kind of stuff I draw! In terms of being influenced by external things, wow, I wouldn't know where to start. In terms of where our particular art style comes from, I guess it is strongly influenced by how I happen to draw. As Ricky has already noted, the game began with me trying to draw my idea for a game and to this day we still work in both directions game design informing my art and my art informing game design decisions. I think that this approach is depressingly common in indie games. Think of it as the complete antithesis of the other way of working where you make your game work with no or bad art and then get a visual artist to make it look nice relatively late in the process. It is about wanting to make a game in a holistic way where the visual design of the game is inherently part of its meaning as a thing and is an important part of the process by which we make the game. What were some of the influences on the aesthetic design of the game? Did you have a specific art direction or creative vision? Hogg: Yep we have a really strong vision, or perhaps a better word is philosophy. Other times Dick draws a bunch of things that he feels belongs in a place, and then we experiment with different ways they could work. Sometimes I prototype an abstract toy using place keeper art that feels fun but looks ugly, then I show Dick and we figure out how it could be contextualized for a specific part of the game, then he redraws it to make it work visually. What did you consider when determining gameplay and controls? How did you create/determine the puzzles for each world in Hohokum? Hagget: We approach this from both directions.

#HOHOKUM WALKTHROUGH PS3 FULL#

I guess we spent a bunch of time developing mutual trust, so in way those early years were a way of practicing working together-which has proven invaluable now we're working on the game full time. At this point, I was learning a lot about how Dick approaches creative work (which I've found very useful over the years) and he was learning about some of the technical realities of making video games.

hohokum walkthrough ps3

The driving force in the first few years was the novelty of working together-figuring out the common ground of things we were both into, and developing a way to work which felt organic enough to suit our collaboration.

hohokum walkthrough ps3

We have been working on Hohokum for years, initially in an ad-hoc way between other projects-long before we showed it publicly, and started working with Sony. At this point, there was no Long Mover, and all the early ideas were very different mechanically (although there is a common thread of wanting to make a playful, toy-like experience that runs throughout). Dick and I were friends before we made videogames together-we were in a band together-and Hohokum was the first thing we started making, when Dick sent me a crazy drawing of his idea for a game. Shacknews: What was the driving force behind creating Hohokum? What is the idea or concept behind it? Hagget: Hohokum is a collaboration between Honeyslug-the indie studio I co-founded, and Richard Hogg, who is an artist and illustrator. We spoke with co-creators Ricky Hagget & Richard Hogg about their upcoming game, as they explained how it came together. And even Conan O'Brien was quite enamored with the upcoming indie darling. We're quite enchanted with the whimsical nature of the upcoming PS3, PS4, and Vita game Hohokum.















Hohokum walkthrough ps3