Limbo, Braid, Slender, Super Meat
Boy, and Fez. All these games have one thing in common and that one thing
changed the gaming community forever. Independent video games or indie games
for short got their nickname through their creators, which are independent game
developers. A lot of these game designers usually work with a small group and
sometimes with just one or two people. Most of these developers usually begin
pitching their ideas at Kickstarter, which is known for the largest funding
platform for projects such as animations, films, and of course, games. Once,
the indie developers’ reach their goal for funds, they begin creating their
game. Their budget would be very low, not unlike big video game developers that
have been in the field for years. So, these indie developers would tend to
create a type of game that is easy and fast to make. Majority of these games
are platform games, because they are easy to program, design, and render. The
biggest advantage of platform games are most of the design are 2D art and the
reason why indie developers choose to go this route is because, 3D art takes a
lot of designing, preparing, and rendering. Deadlines aren’t really a problem
when it comes to indie games, but the budget won’t be enough for such a big
project.
The video above is an example of
what a platform game would look like. The project was to create an animation
that resembled to the style of Limbo, a popular black and white game. The art
in Limbo are all silhouettes and the project’s goal was to create that same
exact look. The game that I created is called Prey And Pray and it is about
giant mutated insects that chose humans as their prey. All the art, except for
the running character, is original and was created in Adobe Photoshop CC and I
animated everything in Adobe After Effects CC. I used the principles of
background design to my knowledge to create the illusion of atmospheric
perspective. The images at front are darker than what is behind it to create
that effect of the mountains being further away. I also made the mountains at
the back move slower to create that realistic feel. Overall, I am happy with
the outcome, I thought that it looked a lot like Limbo and I hope to create
something as great someday.
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