One key rule we’ve learned while building assets for Grimm is to push for more interesting transformations. People playing the game tell us “greater contrast between light and dark = more interesting.” Early on, “light/dark” was communicated with distinctly different textures, but somewhat similar geometry. These days we’re trying to build assets that reflect equal changes in geometry… and in behavior. This rabbit is a good example:
When this guy is converted, not only does his texture change, but his geometry as well. AND with a character like this you’ll see his behavior change – from a hopping movement to a jet-powered rocketing movement.
Take that silly rabbit!
One response to “Headless Bunny”
I guess Tricks really are for kids.