![]() There's plenty of funny animations, places to explore, weird characters to meet, and hidden Easter eggs to find. JP: Botanicula is more casual and not as challenging as Machinarium, but on the other hand, it plays faster and more fluidly. What can players expect to see in Botanicula that they haven't seen in the team's other games? With Botanicula, I wanted to create a game that will be faster and have more locations to explore. I like the visual aspect and playfulness of both games, but I always wanted Samorost to be longer game and Machinarium to be less difficult, so I can continue to the next location quickly. #Botanicula first level how toFrom these games I learned how to actively connect a viewer with the picture, how to create a puzzle, and more. JP: Both Samorost and Machinarium were huge source of inspiration for me. What lessons are you taking from Amanita Design's previous adventure games, like Machinarium or Samorost? We also love animated films, and adventure games are somewhere between films and games they are like interactive animated movies, which is perfect - there's something from both. Jakub Dvorsky: Adventure games are perfect genre if you are looking for a slow paced game where the narrative and atmosphere are essential. What drives Amanita Design to the adventure game genre? What about it do you find most appealing? Soon, I came up with a simple story about a little seed and plant-like characters and started to design all the small details inspired by this real garden. #Botanicula first level fullFinally, after some close cooperation with Amanita and Jakub, Botanicula began to evolve into a point-and-click adventure game with gameplay similar to previous Amanita's games.Īs for the thematic inspiration, I was fascinated with an old garden full of aged trees in South Bohemia, where I was on holiday and I immediately started to think about making a game based on similar setting. This plan came about because I thought about the project mainly as a designer or an animator. #Botanicula first level movieIn the beginning, Botanicula was like an interactive animated movie - like a huge maze, where the viewer - or rather, the player - can determine the future turn of events, just by choosing between A or B. JP: At the beginning, I just had an indefinite plan to create a game and follow my previous experiments, such as the small game Shy Dwarf. How did you come up with the concept for the game? ![]() It has gone from preliminary sketches and visual style experiments to now, when the game is nearly finished. JP: Botanicula has been in development for two and a half years already. Until this collaboration, I worked mostly on animated movies, and I realized it's possible to create original and unique computer games that have narrative and expression equal to animated movies or graphic novels. It was Amanita that actually showed me how to create a game. Jara Plachy: I started to work on games when I was hired by friends from Amanita Design to create some animations for Machinarium, and I really enjoyed working on the project. The game's unique aesthetic has earned it a nomination for an Excellence in Visual Art award at this year's IGF.Īs part of our ongoing series of Road to the IGF interviews, Gamasutra spoke with animator Jara Plachy and Amanita Design co-founder Jakub Dvorsky to learn more about Botanicula, and how the studio's previous titles have informed the team's approach to adventure game design. Now, the studio is working on Botanicula, a new point and click adventure game that continues the team's legacy of lovingly-crafted visuals and minimalistic storytelling techniques. Hailing from the Czech Republic, Amanita Design has made a distinct impression on the indie game scene with its visually striking, imaginative adventure games such as Machinarium and Samorost 1 and 2. ![]()
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