Explore a watercolour landscape as a mother deer and her fawn
A lot of us dream about making video games but not a lot of us know where to start. Anthony Tan, a recent secondary school graduate living in Melbourne, hasn’t let age or inexperience stop him. After learning how to code and create digital art after school, Tan started making his first game at the age of 16. It’s called Way to the Woods, and it’s about a mother deer and her fawn travelling across an eerily empty but beautiful autumnal landscape.
The first trailer was released in March, showing us scenes of the deer wandering through a post-apocalyptic wilderness, nosing around buildings in search of food and running from a pack of wolves. The game looks like a painting in motion, with Tan using Maya, Zbrush and Photo shop to create its soft, watercolour visuals.
Denne historien er fra September 2018-utgaven av PC Gamer.
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Denne historien er fra September 2018-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios