
Hi dudes!
After the Artistic and Design post by William, it’s time for a little tech post!
I’ll try to write a not so boring post by exploring 3 tech points used in Seasons.
> Camera type change (orthogonal to perspective)
The biggest change in the engine is the new possibility of building levels in a real 3D way.
This is what the levels looked like so far, with a 2D construction approach:

Seasons takes shape while the seasons pass.
Summer and high temperatures are already installed in the submarine, and their first victim is Buster, our “product marketing manager” cat.
So, in this “fresh” morning we decided to write an article with 4 hands in order to share with you the work we made in June. William starts :
> GAME STRUCTURE
I’ve crafted little cards representing our potential game environments and used them to find out how the game levels could follow on.
Linear, non-linear, open : every type of structure has been considered, knowing our goal is to create a “living” world avoiding the player to be lost.
By combining environment’s themes and gameplay, we think the game will have 7 main environments.



