This interview is part of our Road to the IGF series.
Live Adventure follows a pair of siblings on a platforming adventure. Players control the hopping and grappling of one character while also guiding the camera that's being held by the other character. The player will need to position their cameraman to frame the dangers their platforming sibling will face, having the pair work together to overcome any challenges they run into.
Game Developer sat down with the team behind the IGF Best Student Game-nominated title to talk about the inspirations that old home movies had on the project, what thoughts went into making separate, but connected abilities for the two main characters, and and how making one character into a cameraman brought an interesting element of creativity to the experience.
Game Developer: Who are you, and what was your role in developing Live Adventure?
François Noël: Hi, I’m François Noël, and I was the creative director. I was also a programmer, the narrative designer, and the writer on the project. My work was to bear the creative vision and communicate it to the team and to our external voice actors, sound designer, and voice designer/composer. I also designed and programmed an entire dialog system and other systems with my teammate, Sebastien.
Sébastien Butor: Hey, I’m Sebastien Butor, and I was in charge of gameplay programming, as well as pretty much every technical aspect of the game (or at least trying to handle them). Most of my work on this far-fetched experience was to answer as many game design problematics as possible through prototyping: How do you control two characters at a time in an ergonomic way? Wouldn’t an elevator plant be a cool way to challenge the point of view? What about a
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