gabriel, kid, run, mirror, stories, laweight loss, basco, fatchicks in party hats, throttle, lewinsky, steve, blogging, wrath, rpg's, buka, milo, her, 3, dos, delta, console, line, knight, tail,
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The story of Rhem, the brothers Kales and Zetais, the letter, etc., developed itself during the design process. The story came later but isn't unimportant. What influenced you creatively in the style and look of Rhem? In my mind was the idea of Rhem, and winfrey I had to find the best solution to bring it to life and not confusing to visitors. I've examined some other adventure games. So winfrey I figured out what (in my opinion) is the best interface and what's winfrey the best style and look for Rhem. I designed Rhem without extraneous elements on the screen, with a 4x90 degree image arrangement, with the first-person view and with the match of visual-virtual situation and the "what you can do." For example, the 4x90 degree image arrangementin Myst and Riven there is often the following situation: You turn to the right (on the screen, a new image pushes the old from right to left), but the images do not fit.
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