Not to mention the visuals, which required the most amount of work. One of them was the creation of the movement system for the main character, as well as the first enemies and bosses. Given ITORAH was their debut game, Grimbart Tales faced a lot of challenges along the way. Learning from mistakes while taking the first steps in game dev Speaking about character creation, the team wanted the player to see their personality from their design and animations: “Most denizens of Nahucan wear exaggerated face masks that immediately tell you their natural disposition, so those were an element that was really fun to work with.” They cite Aracan, the first area of ITORA, as a great example of this approach, as it creates the contrast between a muddy cave full of spiders with beautiful flora. Grimbart Tales also likes to play with player expectations, alternating negative and positive elements. It’s a bit like building an amusement park with crafted experiences for the player, so he starts with elements he would expect to see… or things he wouldn’t want to encounter, like certain enemies! When creating a new environment, Artur tends to ask himself what place he would like to explore as a traveler, and what he would want from the experience. But what really makes this project stand out is its eye-catching hand-painted visuals. The game’s story is conveyed through its characters, sound, and environment. Grimbart Tales elaborates: “On her journey through many hand-drawn landscapes, Itorah and her loudmouthed weapon Koda meet bizarre friends and foes while they uncover the ominous past of Nahucan and learn about their own history.”Īt its core, ITORAH is a side-scrolling action platformer with metroidvania elements. In the game, the player takes on the role of a purple-haired heroine named Itorah, who seems to be the last human in a strange Mesoamerica-inspired world called Nahucan. “What those inspirations have in common are particular atmospheres and high visual fidelity, so we strove to create something in a similar vein,” the team says. The list includes Zelda, Rayman Legends, Secret of Mana, Donkey Kong Country, and Studio Ghibli’s animation films. ITORAH was inspired by many games and movies the Grimbart Tales team played or watched growing up. Since we feel inspired by our childhood memories of older video games, our goal or philosophy, if you will, is to create similar experiences for future generations and to let older generations revel in some part of their childhood again. Inspired by his childhood experiences, Bäcker now “wants to take players out of their reality and place them into different, crazy worlds.” His journeys have provided him with plenty of stories to tell, and now he leans back and smokes his pipe while we bring his ramblings to life.”Īs for the studio’s human founders, creative director Artur Bäcker and managing director Sascha Vogel, they studied at the same university in Kaiserslautern where they made the first prototypes for ITORAH. The studio describes their mysterious leader as an “old wise vagabond, who’s been through a lot. Coming from different fields, they all had a passion for video games long before the studio was formed.Īccording to the devs, Grimbart Tales is led by a badger named Grimbart. Creating games under the badger’s oversightīased in Kaiserslautern, Germany, Grimbart Tales is a small team of seven that was founded in 2018.
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