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Inbetweenbox
Inbetweenbox







inbetweenbox

Especially during the initial phases of development, back when there were no commercial plans, these experiences were significant sources of motivation, which drove us to realise our idea. It was especially exciting to overcome initial doubts about focusing a game around such dramatic and difficult topics, since games as a medium usually concentrate on empowering the player.īesides this, personal and familial experiences with death and cancer played an important role in the project’s development. At the time we felt that it would do our assignment’s requirements justice, in both theory and practice. The challenge of dealing with the taboo topics of death and dying within a video game, was an extensive and with regards to content a very interesting task. There were two key motivations which drove us to develop a game like In Between. Ultimately, players join the protagonist on his journey to face his own mortality and accept the inevitable which is rather unusual as game plots go. Early on, it is made very clear that there is no way of escaping his fate. In In Between you take on the role of a man diagnosed with terminal cancer. This mentality was manifested as our ‘Gently Mission’ and our ‘Mad Vision’. In many ways In Between influenced the values of our studio – to create games which do not conform but deviate from the Norm and established patterns. In retrospect though, it was quite the huge risk we took – building a company on such an artistic project but ultimately that decision is characteristic for the core values of our company thinking outside of the box and mustering the courage to be mad. Since it was our first commercial project, it really laid out the groundwork on which our company was founded, as well as helping us to generate attention within the industry. In Between actually started out as an assignment for a university project and helped us to define and flesh out structural processes within the team. Would you care to elaborate on that and how your game In Between fits into your vision? On your website you talk of a ‘Gently’ and a ‘Mad Vision’. We’re a game developing studio from Germany. Hello, I am Daniel Denne, Art Director, Co-founder and one of the in total six members of gentlymad. Find out more about In Between and the intentions and inspirations behind the game in this short developer interview:ĭaniel, could you please tell us a bit about yourself and gentlymad? It was the first game by German developer gentlymad that started out as part of a university assignment to deal with the taboo topics of death and dying within a video game. The listing broker’s offer of compensation is made only to participants of the MLS where the listing is filed.It is unusual to take on the role of a man diagnosed with terminal cancer in a videogame knowing that he will die for sure. Properties may or may not be listed by the office/agent presenting the information All information should be independently reviewed and verified for accuracy. All data, including all measurements and calculations of area, is obtained from various sources and has not been, and will not be, verified by broker or MLS. as of 12:45:18 PDT and /or other sources. The viewer should independently verify the listed data prior to making any decisions based on such information by personal inspection and/or contacting a real estate professional.īased on information from California Regional Multiple Listing Service, Inc. All listing data, including but not limited to square footage and lot size is believed to be accurate, but the listing Agent, listing Broker and CRMLS and its affiliates do not warrant or guarantee such accuracy. Information provided is for viewer's personal, non-commercial use and may not be used for any purpose other than to identify prospective properties the viewer may be interested in purchasing.

inbetweenbox

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Inbetweenbox