11/12/2022 0 Comments Snake vs block icon aesthetic![]() Ultimately the fans of the game dictated that Hard Lines is a great game in its own right, and the obvious similarities are secondary to the fact that we made a best-in-class version of a familiar genre. I'm happy to go as far as saying we kinda cut both games in half and stuck them together.Īnd so I find it hard to draw a line between what we did with Hard Lines, and what someone might do if they 'rip off' just one game. It's both aesthetically and mechanically directly inspired by games that have been popular in the past (admittedly many years ago) and I'm comfortable with that. Well, I co-created Hard Lines, openly inspired by Snake and Tron. So how do I view the current hot topic cloning? These are obvious examples, but some people will prefer Yeti Town to Triple Town, Dream Heights to Tiny Tower, or Shariki (look it up!) to Bejewelled, no matter what we think. This is why you prefer Call of Duty to Battlefield, although both are about shooting, or Sonic to Mario although both are about running and jumping. Some games have a certain feel, and this is what makes them distinct from others in the same genre. They add up to what I call, for (desperate) want of a better word, the game's feeling. There is the dressing or aesthetic of the game, and then there are the mechanics, the play of the thing.īut as soon as you try to separate them, you hit on a truth they're interrelated. It likely varies a lot between different games and different people. Ultimately, I end up going with what feels good to me what feels worthwhile as a designer - something that improves my ability to design - and from the perspective of the consumer.Īfter all, I have to make games that sell if I want to support myself and make more.īut at this stage I often wonder, what is it exactly that the consumer values in their favourite games? If I dig far enough into it I could probably put my finger on the source of all my inspiration, but that would be pointless. Sometimes a fully-formed mechanic will leap into my head almost totally unbidden during a presentation (this most recently happened at Mobile Games Forum 2012), and sometimes I'll be playing a game and think "Damn, I wish the developer had done this instead of that."īut most of the time I just think "Hmm, wouldn't it be fun to " and get some notes down. Īs a designer, I often think about inspiration and where I get my ideas. Take a look at the collection below.Andrew J Smith is CEO of Spilt Milk Studios, a two-man indie developer that recently released its first game Hard Lines and is working on a new title Smash the Block. Williams changed the name of his label from “Alyx” to “1017 Alyx 9SM”, adding October 17th, for William’s birthday, and the address of his original studio, 9 St. Nike sneakers will also have a place in the collaboration, with a martial arts crosses hiking boots aesthetic. Details are the Williams’ forte and as expected, inventive zippers, and Alyx’s signature rollercoaster clips were seen on bags, and belts.Īs hoped, guests got a closer look at the collaboration between Nike and from what was seen, acid wash t-shirts, tops and caps will be included in the capsule. Black, white and denim mostly dominated the collection along with flashes of pale green, military and snake print, featured in mesh and vinyl pieces. In an almost state of dystopia, 1017 Alyx 9SM presented a range of basic tops and t-shirts layered with oversized, utilitarian outerwear. Complementing the space, Williams’ collection combined imaginative hardware, utility pieces and futuristic detailing. Surrounded by menswear’s most recognisable figures, Williams set the the runway in an eery basement space in an abandoned building.Īs the new kid on the block for fashion week, much hype was built around the show and the designer sure delivered. As one of the most anticipated shows at Paris Fashion Week, Matthew Williams’ 1017 Alyx 9SM presented its Spring/Summer 2019 collection, the first runway for the four-year old brand. ![]()
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