We’re listening! We asked on twitter what you’re interested in. Keep the questions coming and we will get back to you in our next edition.
@XxMAFIAx895xX: How big is the “world” or game?
Stu: I haven’t settled on a fixed size yet, but I have done tests in a Proteus-sized area and much larger. Mainly, I’ve been authoring a procedural set-dressing system that makes it easy to expand my world quickly.
@FreakOramaXD: How did you come to make the art style of the game? Specifically it’s look and generation (rising from the ground)?
Stu: When I started the game, I was actively checking out the Motion Graphic Artists channel on Vimeo. I love the animations that showcase strong art direction alongside stunning VFX trickery. I realized that there were very few slick, stylish videogames in the world. Yet, it could be possible for one artist to create a lot of work if the pressure of realistic texture detail and lighting were traded for sharp, graphical beauty.
@FreakOramaXD: What about the music?
Brent: Shape of the World will feature an ambient soundtrack that is powerful and emotional, bringing about a sense of wonder that gently guides you to journey and explore in an ever-changing landscape. Expect an immersive soundtrack that ebbs and flows with the world growing and dying around you.