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The Game Feel and Juice in Pen Diem
Trent: I was blown away with the kind of tiny game feel stuff around like the text animation and the styling. Did you have a general philosophy of game feel and juice in the game more broadly? Like, especially because you're trying to capture the feeling of illuminated manuscripts,. How do you approach that when you don't have access to maybe same kind of animation principles that a typical video game would do? Trent: The first goal was to emulate the physicality of the act of the creation of it. And we also knew that from looking at plenty of games, um, Night in Game is one of the most notable ones for us.