Sunday 27 February 2011

LIMBO-indie game production

   Originally being in the conceptual stage in 2004, LIMBO also seemed to have the same negative problem of the game not being produce because it took a good 6 years for it to be released on Xbox marketplace arcade. Although I can see why from this game starting off being created by one man, Arnt Jenson.
Jenson being a concept artist at IO interactive and being dissatisfied with the company he decided to take his unique early concepts and go solo to make his idea possible.

   LIMBO all started from a "mood image" of a "secret place." so to speak. Jenson generated his ideas from this and finished with similar visuals to the resulted backgrounds in the released product.
Being a independent he tried to program the game in visual basic in 2004 but soon came to notice he needed help to do so. Making a trailer as a means of attracting programmers, instead the project itself became more popular over the internet. This then led to Jenson meeting a man called Dino Patti and he aswell dissatisfied with his job, eventually leading to the creation of playdead studios. Patti helped for a few months with the programming, soon after he realized that the project was becoming to much for them so a business was made and this carried on developing as the game was in production.

   Playdead never committed to major publishers, they wanted to retain the complete creative control for  the project. This then went to Jenson and Patti-aka Playdead studios choosing to ignore advice given by outside investors and critics while the game was in development. Such as advice like multiplayer, changeable difficultly and long game length were given but Jenson and Patti stuck to there original idea because from their thoughts these additions would ruin the quality of Jenson's first visuals of the game.

   Apparently Patti said how they axed 70% of content they had carried out due to it not fitting in with the  circumstances of the game, this was between a 2 year period of development.
To get the game finished they had to hire freelancers to help out because of shortage amount of people working on the game at the time depending what stage they were at.

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