A Sense of Scale
February 5th, 2008
One experience that I’ve always loved in video games is feeling really small compared to your surroundings. It’s the same feeling I get from the sketches of concept artists and architects, who often put humans into their enormous drawings so we can relate and gain a sense of scale. Only a few 2D games have made that sort of impact on me (Super Metroid being the best example), but the extra dimension in 3D games seems to push this further. I liked exploring the open fields of The Legend of Zelda: The Twilight Princess, finding the secret caves and treasures strewn across the landscape. I liked climbing up the fur of the towering creatures in Shadow of the Colossus, getting a dizzying sense of height while they thrashed me around like a parasite. I liked jumping to superhuman heights in Crackdown, where leaping over skyscrapers was the fastest way to get around the city.
In Atmosphir, this has always been one of our goals: to use the open atmosphere in the 3D space to our advantage. We want to have huge environments filled with secrets, caves, treasures, flags, and more that encourage exploration and discovery. Hopefully vertigo kicks in when you’re 50 stories off of the ground, trying to make a critical jump without falling into the abyss below. If you feel small playing Atmosphir, we’ll be happy.



Aloke Pillai Says:
March 11th, 2008 at 1:54 pm
Thats awesome man! Can’t wait for the game. Looks really good so far.