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[Thomas Grip] A major design guideline for us was to give each level a unique theme
Something that puzzles, events and general atmosphere was built upon
This makes each level a little piece of the story and theme at large
and also gives them focus so players is not distracted for too much information.
The theme in this level is the strange creatures that lurk in the castle.
The player first spots them momentarily in the Archives so now is the
perfect
place to build some fear...
There is never any real threat in this level but it's much darker than any before and
there's a constant pressure with
torch screeching in the light.
The flashbacks also gives hints about were the strange creatures comes from.
Making all the player focus on the levels central theme.
[Jens Nilsson] Hello, I'm Jens Nilsson.
. Co-founder of frictional games, I work mainly with sound, game play and event
scripting in Amnesia.
For my commentary in this game I'll jump back and forth between the topics of
sound, puzzle creation,
and even talk about making this commentary.
[Jens Nilsson] Basic structures of the earlier levels in the game
has been built by me. I have not created the models or anything like that, but I have
have built the levels with the graphics from the artists using our level editor.
This was the very reason for us to create the level editor
as it would allow for the whole team to work on levels building them from scratch
if so needed.
For our previous Penumbra games, you could perhaps tweak a level a little bit,
but making a whole new level was a job for an artist and no one else.
In the early days of the Amnesia project, the artist had their hands full
full of making graphics and so I was the one building the levels. Looking at the
the levels now, a lot of things has changed and improved, but the base is still there.
Showing that the idea to create the level editor was a sound one.
One of the few things infact, with the Amnesia project, that has not been
scrapped, reworked of modified heavily.