Browsing the archives for the level design tag

Friday Flashback #31: Watching it Hatch

In which we talk about decorating levels, integration of various highscore systems and maniacal polishing!

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Posted on September 14, 2012
Filed under Weekly Update
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Friday Flashback #27: Like Christmas & Easter

In which we talk about filling up the multi-player mode with content, content, content and unpacking MacBooks.

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Posted on July 27, 2012
Filed under Weekly Update
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Friday Flashback #16: Quantum Leaps

In which we talk about new modes, new levels, new maps, new critters, better menus, better wind and a detailed major plan of everything. And our secret platform.

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Posted on April 13, 2012
Filed under Chasing Aurora, development, game design, Weekly Update
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Friday Flashback #15: Busy Bees

In which we compare ourselves to bees and talk about wind behavior and aesthetics, a new multi-player mode and upcoming user tests, improved physics and menus.

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Posted on April 6, 2012
Filed under Chasing Aurora, development, Weekly Update
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Friday Flashback #11 : New Levels, New Game Mechanics

In which we talk about the weather, open vacancies, user tests, woodland creatures, sounds and game developer conferences!

4 Comments
Posted on February 24, 2012
Filed under And Yet It Moves, Chasing Aurora, development, game design, Weekly Update
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friday is game design day

We have decided to try to focus exclusively on game design on Friday. Mainly because we have to do so much technical, porting and boring work the rest of the week, we hope that this will freshen out our brains. And we wanted to add a few bonus levels to the Wii version anyway, so that’s what [...]

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Posted on October 23, 2009
Filed under development
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