The engine and its program, the art, models and animation, the music, and the sound effects are all freshly created. ![]() ![]() The only things that aren't, are placeholders (goal images, a few sound effects and jingles) and the OVA sound effects. Nearly everything you see, hear, and play in this demo was made from scratch. But my aim was not to merely mimic and regurgitate what existed, but to really reflect and expand on everything in a way that makes sense, to intelligently extrapolate. I wanted to not only achieve a long dreamed of formula for 3D Sonic gameplay, but to go the extra mile and bring with it the kind of style and feel that Sonic had in his best 90s incarnations. What Sonic also had in the classics was outstanding themes and aesthetics that I have not seen truly captured since the 90s (except for say, Sonic Mania), especially not in any 3D games. They only need the right perspective and application.īut even when 3D Sonic gameplay is attempted, I always feel like the rest gets overlooked. However, the ingredients for an ideal formula have been there all along in the classics. ![]() It is a concept that has been incredibly elusive and challenging to solve due to its monumental design implications and variables. For the longest time I have felt a true 3D Sonic experience is possible.
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