9/25/2023 0 Comments Have a nice death control room![]() We’re working on graphic rhythms, particular contrasts (of light but also of graphic density), a repertoire of specific form, adding colors to important gameplay elements. We sometimes approach our worlds from a purely graphic point of view, but also need to take into account technical constraints related to procedural generation (limited level-art control, need for modular elements).įrom this concept, we then identify strong iconic elements that will make an impression in our environment. But during early development, it was difficult to clearly identify each world (the game was full monochromatic at this time). Leger: About the creative direction, we made the choice to limit the color in the game. Shacknews: What can players expect from each department of Death Incorporated? Artistically and aesthetically, how will the development approach the design of each section of the Death empire?Īlfroy: Each department is an abstract representation of causes of mortality (industrial pollution, addictions, etc.), reflecting the universe where the Sorrow (the boss level) is working. ![]() But mostly we've been inspired by all facets of office culture in Have a Nice Death from dealing with difficult employees to the more mundane tasks like loading up on coffee and powering through a mountain of paperwork. Some of us are big fans of the TV show "The Office" and often use the show as inspiration for the game. As a result, the inspirations come from professional experiences that we've had, heard about from our loved ones, or just stories that we hear. Working hard - especially in the corporate world - is a subject that resonates with many people in our society, including developers. Meredith Alfroy, Marketing Coordinator/Narrative Designer: Yes, the team thought this unique take on death would make an incredible setting for a video game and from there, Have a Nice Death was born.Īlso, the game is a commentary on modern corporate culture and the futility of trying to maintain a healthy work life balance. With everything that's been going on in the world, I was thinking that Death would probably be pretty busy processing paperwork for incoming souls and in desperate need of a vacation. This sparked a conversation about what it would be like if Death were in charge of the underworld and worked in a traditional office setting. I've always been fascinated with the macabre and the allegorical representation of death. Nicolas Leger, Creative Director/Animation Director: During a team meeting for our previous game, Unruly Heroes, I scribbled a little sketch of Death. How did you come up with this spin on Death and how the afterlife works in this universe? Shacknews: Explain how you came up with the game's premise. To get an idea of what players can expect to see and how the development team will build on their current product over time, Shacknews made an appointment and had an office appointment with Lead Game Designer Simon Duertre, Marketing Coordinator/Narrative Designer Meredith Alfroy, and Creative Director/Animation Director Nicolas Leger. The biggest plans include a stint on Steam Early Access, starting next week. The team at Magic Design Studios, in conjunction with Perfect World Entertainment and Gearbox Publishing, have some grand plans for Have a Nice Death, a game first revealed during The Game Awards 2021. However, this is a 2D action roguelike, which means Death will need several passes at this to ultimately get the job done. ![]() What happens when Death, the founder and CEO of Death Incorporated, is buried in paperwork resulting from too many souls being taken from the mortal plane? In Have a Nice Death, the Grim Reaper must take matters into his own hands and navigate the perils of every department in the underworld in order to bring his subordinates under control. ![]() Paperwork and bureaucracy can clog up just about any line of work, even the lucrative business of death itself. ![]()
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