Posted on 23 May by Nathan Baseley – Producer, London Studio
Hello again everyone! In this latest development diary we’re taking a look at some of the art and design in Diggs Nightcrawler.
Our starting point for the game was the Wonderbook itself and it was from here that we arrived at a bookworm hero, a city made of books and cast of characters from fiction. We also knew from day one that we wanted the Wonderbook to be the key method of interaction, and so the physical nature of the book was intrinsic to the design of the game.
We wanted the experience to be intuitive and so we imagined every scene as if it were a real physical object on the book that would respond in the way the player would expect. Early on we have a scene where Diggs is looking for clues but it’s dark and he needs light. Overhead is a lamp on a chain which will swing if the player picks up the book and tilts it.