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Steam News24 August 20187y ago

Tales from the making of Camp W

We've had a few interviews go online the the past couple of weeks that you might find interesting...

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  • Gameplay
addedWe've had a few interviews go online the the past couple of weeks that you might find interesting... In this interview with Geek & Sundry , narrative director Alexei and creative director Kelly discuss the story behind the development of Camp W's world and art style. Here's a quote from Kelly: "I wanted to spark in people the feelings of curiosity and playfulness and acceptance and strength. With the goal that anyone could find pieces they related to somewhere in it. I wanted to make people feel good about who they are. Who they genuinely are. That they don’t need to hide, and that their choices do matter. I believe that that is a really powerful thing which could be scary, but is so exciting." Over on Gamasutra , Alexei is joined by lead engineer Charlie to discuss their new narrative game design tool, Branching Storywriter, and what it's like making an all-ages game. Here's a snippet from that: “My worries for this particular game were sort of a genre worry, in that I feel like we’re doing something that other people aren’t doing, and you have to question, when you walk down that path, why hasn’t anybody been walking down this path before?” says Bochenek. “Is it dangerous? Or is it simply undiscovered?” Follow each link to read the full articles.

Camp W changes

addedWe've had a few interviews go online the the past couple of weeks that you might find interesting... In this interview with Geek & Sundry , narrative director Alexei and creative director Kelly discuss the story behind the development of Camp W's world and art style. Here's a quote from Kelly: "I wanted to spark in people the feelings of curiosity and playfulness and acceptance and strength. With the goal that anyone could find pieces they related to somewhere in it. I wanted to make people feel good about who they are. Who they genuinely are. That they don’t need to hide, and that their choices do matter. I believe that that is a really powerful thing which could be scary, but is so exciting." Over on Gamasutra , Alexei is joined by lead engineer Charlie to discuss their new narrative game design tool, Branching Storywriter, and what it's like making an all-ages game. Here's a snippet from that: “My worries for this particular game were sort of a genre worry, in that I feel like we’re doing something that other people aren’t doing, and you have to question, when you walk down that path, why hasn’t anybody been walking down this path before?” says Bochenek. “Is it dangerous? Or is it simply undiscovered?” Follow each link to read the full articles.

We've had a few interviews go online the the past couple of weeks that you might find interesting... In this interview with Geek & Sundry, narrative director Alexei and creative director Kelly discuss the story behind the development of Camp W's world and art style. Here's a quote from Kelly: "I wanted to spark in people the feelings of curiosity and playfulness and acceptance and strength. With the goal that anyone could find pieces they related to somewhere in it. I wanted to make people feel good about who they are. Who they genuinely are. That they don’t need to hide, and that their choices do matter. I believe that that is a really powerful thing which could be scary, but is so exciting." Over on Gamasutra , Alexei is joined by lead engineer Charlie to discuss their new narrative game design tool, Branching Storywriter, and what it's like making an all-ages game. Here's a snippet from that: “My worries for this particular game were sort of a genre worry, in that I feel like we’re doing something that other people aren’t doing, and you have to question, when you walk down that path, why hasn’t anybody been walking down this path before?” says Bochenek. “Is it dangerous? Or is it simply undiscovered?” Follow each link to read the full articles.

Source

Steam News / 24 August 2018

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