![]() ![]() ![]() It is a concept that applies to everybody unlike resilience or gratitude or optimism (constructs where you fall on a spectrum from “high” to “low”), everyone has character strengths, and everyone can use them. Their popularity as a topic of interest is driven by their applicability and their history in the field of positive psychology. #12 minutes characters how toIf you have given any positive psychology resources even a cursory glance, you have probably read about them in some capacity-what they are, how they fit into the field, how to improve them, and how to capitalize on them. Money and time being two significant elements that you don’t want to be dealing with.Īnother one is how much I learned on how to deal with stress, tensions, juggling several challenges simultaneously, and finding similarly minded collaborators who are as passionate and creating room for them to be at their best.One of the biggest topics in positive psychology is character strengths. But I can say that if I knew how much work it is to do a dialogue-driven game, I would probably not have started it in the first place.Īs for lessons for the future, by far the biggest one is in how to approach the creative process, nurturing an environment that allows the ideas to grow and take the shape they need. Some of the most challenging moments ended up being crucial decisions that shaped the final result. Luis Antonio: There isn’t anything I wish I had known, because if I did, it wouldn’t have arrived at what it is today! What did you learn from making this game that you wish you had known when you started, something you might apply to a future game? Luis Antonio: There are quite a few, but I can’t mention them without spoiling the game. Can you namedrop some other Easter eggs or cultural points of reference that made their way into Twelve Minutes? I couldn't help but notice The Shining-inspired carpet leading to the apartment in the very beginning of the game. ![]() And this being a game about repetition, I’m curious how speedrunners will define the ‘ending’ of the game and how much of the hidden stuff we created will be found. It’s up to you to decide what to pursue, and I find that pretty fascinating.Īs a game developer, the core of the experience started from a gameplay approach. Each loop, you get breadcrumbs that open possibilities, but this playspace is all in your head, the apartment never changes, and everything resets. I’m curious how gamers will react to the lack of clear objectives and interpret the situation they are put in. (And become relevant later on).Īre you more interested in the technical approach to gaming, like the eventual speedrun strategy for Twelve Minutes, or the artistic side, like exploring all the branching options of the story and where they lead? With these principles in mind, the unpredictable behaviour of the players became manageable and welcomed since it will always move you towards the themes we’re exploring. you understand that you can’t drag the couch to block the door). ![]() This way, the moment you step into the apartment, it’s apparent what you can and cannot do (e.g. But you don't have to take my word for it, you can hear from the actors themselves!Īlongside this process, I wanted to create a clear set of verbs for how you interact with the world (e.g., drag cup to sink to fill it with water). Not only was this game made while observing COVID precautions, it features a complex narrative with plenty of emotional range for its characters, which required nuanced performances from the actors to fully immerse plays into the story. So while I didn't even come close to solving the time-loop mystery of the game or exploring every end of its branching narrative during the demo, I'm thrilled to offer you this exclusive video that goes behind the scenes of Twelve Minutes' production to learn a lot more about the game.įeaturing the star-studded voice cast of James McAvoy, Daisy Ridley, and Willem Dafoe, along with creative director Antonio, the nearly 10-minute video delves into the themes of the game and reveals the particular challenges of making it. The new top-down perspective thriller with a top-notch cast of voice-actors hails from gaming industry veteran Luis Antonio and has the backing of perennial indie ally Annapurna Interactive. During this year's inaugural Tribeca Games showcase, I had a chance to play exactly 12 minutes of, you guessed it, Twelve Minutes. ![]()
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