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  1. canhamd
    canhamd December 6, 2012 at 3:10 pm |

    There seems to be an undying attachment to the hand-made aesthetic so often seen in design. In a cold, mechanical world full of isometric imagery and sans serif font, people cling to the old fashioned, human feel of games like Lume. However, as Whittaker explains, the human error of hand-crafted work makes for a difficult process, no matter what the medium. If those who take on such a task are committed enough to the work, it will be met with success, as Lume has in the game marketplace. Whittaker’s work is a testament to the idea that success will come from those realizing their passions as well as the idea that people are drawn toward the human aesthetic.

    Personally, I believe in the method that the hands behind State of Play used to create their game. They wholeheartedly believed in what they were doing, and built a game around a central idea. In the process of making that idea functional, they overcame obstacles unforeseen, in no small part due to the fact that their idea was almost completely previously unexplored. In overcoming these obstacles, they opened up new opportunities for growth in future projects. I’m also a strong believer in the hand-made look of games and their correlation with success and the building of strong, faithful fan bases. LIMBO, a popular contemporary sidescroller, is a prime example, using a simple and dark, yet very warm and human style to draw in gamers and keep them playing. State of Play was spot on in using two tried and true ideas, 2D side scrollers and hand-made images, and taking them to the next level with a great new direction.

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