How LIMBO Was Made and Why it's a Big Wound for The Creator
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This LIMBO documentary details the development of indie 2D puzzle platformer LIMBO and goes behind the scenes of its creation. Discover more about developer PLAYDEAD and its two founders, Arnt Jensen and Dino Patti. For a time, Arnt was happy as a concept artist at IO Interactive, the team behind Hitman. However, as the job became more and more corporate, dissatisfaction started to set in. Meanwhile, Dino was going through a similar face at his game development job. He eventually resigned after problems like poor management and creative barriers became too prevalent and Dino even accepted he would never get the chance to work on his dream game. Not long after, Arnt made a cinematic concept trailer for a game idea he had. That idea would later expand into LIMBO. Once Dino saw the concept trailer, his passion for game development was reignited and he instantly knew he had to get involved with the project somehow.
The documentary also explores all the design decisions that PLAYDEAD made and shows how Arnt and Dino struggled to develop LIMBO by themselves. After obtaining grants from the Danish government and pouring all of their own money and time into LIMBO, they brought in more coders, increased middle management, and hired designers, allowing the pair to be at the center of everything. It also takes a close look at all the design hurdles the team had to go through. For a while, Arnt and Dino couldn’t find the right game engine for LIMBO. Luckily, Jeppe Carlsen applied for a programming job at the studio and he ended up building LIMBO’s engine from scratch. Additionally, Arnt wanted each puzzle to be based on a unique concept and to be as minimalistic as possible. This way of working took a lot of trial and error and led to 70% of the game's content being stripped out, vastly reducing its overall runtime. Furthermore, LIMBO also underwent numerous iterations because Arnt was adamant about taking the time to experiment with various concepts, such as multiplayer, co-op, and other prevalent video game elements. Lastly, the documentary examines why Arnt and Dino split up right after their next game INSIDE was released and what the future holds in store for them both.
0:00 Part 1
3:26 Ad
5:02 Part 2
References:
https://thatguyglen.fun/read/how-limbo-was-made-and-why-its-a-big-wound-for-the-creator
Outro song: Thank You R.G.E. - Joe Bagale
Support me on Patreon and get exclusive content like ad-free videos, Q&As, access to my Discord server and more: https://www.patreon.com/thatguyglen
Follow me on Twitter to stay up to date on what’s happening with the channel and my occasional video game opinions: https://twitter.com/GlenCallaert
#LIMBO #PLAYDEAD #GameDevelopment
Видео How LIMBO Was Made and Why it's a Big Wound for The Creator канала ThatGuyGlen
Get 90% off your own .fun domain for your first year by using my code: TheGuyGlen at https://get.fun/
This LIMBO documentary details the development of indie 2D puzzle platformer LIMBO and goes behind the scenes of its creation. Discover more about developer PLAYDEAD and its two founders, Arnt Jensen and Dino Patti. For a time, Arnt was happy as a concept artist at IO Interactive, the team behind Hitman. However, as the job became more and more corporate, dissatisfaction started to set in. Meanwhile, Dino was going through a similar face at his game development job. He eventually resigned after problems like poor management and creative barriers became too prevalent and Dino even accepted he would never get the chance to work on his dream game. Not long after, Arnt made a cinematic concept trailer for a game idea he had. That idea would later expand into LIMBO. Once Dino saw the concept trailer, his passion for game development was reignited and he instantly knew he had to get involved with the project somehow.
The documentary also explores all the design decisions that PLAYDEAD made and shows how Arnt and Dino struggled to develop LIMBO by themselves. After obtaining grants from the Danish government and pouring all of their own money and time into LIMBO, they brought in more coders, increased middle management, and hired designers, allowing the pair to be at the center of everything. It also takes a close look at all the design hurdles the team had to go through. For a while, Arnt and Dino couldn’t find the right game engine for LIMBO. Luckily, Jeppe Carlsen applied for a programming job at the studio and he ended up building LIMBO’s engine from scratch. Additionally, Arnt wanted each puzzle to be based on a unique concept and to be as minimalistic as possible. This way of working took a lot of trial and error and led to 70% of the game's content being stripped out, vastly reducing its overall runtime. Furthermore, LIMBO also underwent numerous iterations because Arnt was adamant about taking the time to experiment with various concepts, such as multiplayer, co-op, and other prevalent video game elements. Lastly, the documentary examines why Arnt and Dino split up right after their next game INSIDE was released and what the future holds in store for them both.
0:00 Part 1
3:26 Ad
5:02 Part 2
References:
https://thatguyglen.fun/read/how-limbo-was-made-and-why-its-a-big-wound-for-the-creator
Outro song: Thank You R.G.E. - Joe Bagale
Support me on Patreon and get exclusive content like ad-free videos, Q&As, access to my Discord server and more: https://www.patreon.com/thatguyglen
Follow me on Twitter to stay up to date on what’s happening with the channel and my occasional video game opinions: https://twitter.com/GlenCallaert
#LIMBO #PLAYDEAD #GameDevelopment
Видео How LIMBO Was Made and Why it's a Big Wound for The Creator канала ThatGuyGlen
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