Adam Robinson-Yuk details the development of his game, A Short Hike, from its inception as a break from a larger RPG project to its release. He emphasizes the importance of a distinct art style for indie games, detailing his use of pixelated rendering, color palettes sampled from Canadian Shield fall photos, and post-processing effects to create a unique look. Robinson-Yuk discusses his timeline management, using a flexible scope with stretch goals and a simplified Scrum process to meet deadlines. He also shares level design insights, such as guiding players with curiosity-inducing landmarks and using natural barriers to control progression, and touches on his writing process, which focused on natural conversations. Finally, he covers the game's release, highlighting the positive reception and the impact of Twitter on its visibility.
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