![]() I did a little research and was immediately fascinated by the pseudo-3D technique, decided to try to make my own implementation, and the project grew from there. I had recently finished Meow Sushi Night and I felt I understood how 2D graphics worked reasonably well, but I kept wondering: “How did those classic racing games create a 3D perspective in pure 2D hardware?”. This might be unexpected, but the idea behind Slipstream started as just a technical curiosity. My first “real” project was a mobile runner pixel art game called Meow Sushi Night, released for Android in 2014, and then I started working on Slipstreamsoon after. Around 2012, when the first wave of commercially successful indie games happened internationally I was convinced it was now possible to make it as a solo developer, and began working on it more seriously, learning and experimenting. There weren’t many opportunities in my country, so I decided to pursue other interests, such as music and journalism. I had my first real contact with game development tools when I was 14, but it didn’t seem like a viable career for me back then. My name is Sandro de Paula, from Brazil, and I’ve wanted to be a game developer since childhood. Learning to Make Games and Realizing It was Possible to Make a Living out of It Soundtrack integrated and inspired by the gameplay.Conceived and created by a solo developer.
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