![]() The critical and financial success of Alto's Adventure may have taken Snowman and Nesbitt by surprise, but like their cast of snowboarding characters, Team Alto had no intention of simply waiting around. That next step? A voyage that would take Team Alto three years to complete. To see fans react so strongly - sending us fan art, adding nuance and depth to the characters we didn't even envision at first - had our imaginations stirring about what might be next for Alto and his friends!" "On the artistic side, Harry put a great deal of effort into little flourishes like ambiguous geometry that hinted at a rich history for the architecture of the world, and characters that felt like people with personalities and lives. "At risk of coming across as sappy, I think we were really affected by the way our players came to see Alto's Adventure as a place they could go for a little bit of time each day. By then, we were still receiving social posts and emails and in some cases physical mail from fans! They would reach out to show us their fan art of the game's characters, or tell us about the ways Alto's Adventure helped them cope with stress or illness."Įli Cymet, lead producer for Team Alto, agreed with Cash's sentiment. "Looking back with the benefit of time," Cash wrote, "I don't think we had a sense of the lasting impact the game would have until about 6 months later. Fans wrote stories, drew their favorite characters and scenes, and even made game-inspired nail art. Within 24 hours, the buzz around Alto rocketed the game to the top of the paid App Store charts the game went on to peak at that top paid spot in almost every App Store country in the word. "To see fans react so strongly - sending us fan art, adding nuance and depth to the characters we didn't even envision at first - had our imaginations stirring about what might be next for Alto and his friends!" "The first sign that something special was happening was waking up on our planned launch day and seeing over 500 tweets about the game - before even formally announcing that we'd released it on the App Store! In fact, we almost forgot to make the official announcement in the midst of all the chaos!" "Looking back, the only real way to summarize the launch of Alto's Adventure is to say that it was an absolute whirlwind," Cash told iMore. Monument Valley helped us stick with our guts and launch the game as a premium title (paid up-front, with no ads or in-app purchases). A lot of the art has been influenced by games like Journey and Windosill. We didn't want to just stick your typical looking jump here and there and call it a day – we wanted to build terrain that's fun to ride.We took a lot of gameplay inspiration from Tony Hawk's Pro Skater (we even bought an old PS2 off Kijiji during development so we could relive our childhood experiences). ![]() ![]() We spent a lot of time carefully crafting all of the terrain elements, so they worked in harmony with each other. Something fun for for people who snowboard. That feeling you get when it's just you against the mountain, alone in nature.We also wanted to build something that we ourselves wanted to play. Something fluid, fun, and natural feeling. Most of them are cartoony, have bad controls, or are trying too much to be like console games.We wanted to capture the essence of snowboarding. As snowboarders ourselves, we weren't satisfied with any of the snowboarding games in the App Store.
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