GDC 2010: Canabalt postmortem

March 11th, 2010 | No Comments »

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“What kinds of do you like?” Adam “Atomic” Saltsman asked of his panel audience at the Canabalt postmortem during the Game Developer’s Conference in San Francisco. “Role-playing” was yelled out, as was “puzzler,” and eventually Saltsman picked “platformer” as the genre. Without another word, he quietly went to work on a laptop. Then, his partner at Semi Secret Software, Eric Johnson, took the podium to tell us all about what it was like to make one of the App Store’s most popular .

He started by saying that the game was originally developed in just “five very long days,” and was created for the Experimental Gameplay Project and based around simplicity — it only uses six colors and, obviously, the one button. For a game that’s so simple, it actually had a lot of complex influences. It drew from older , like Another World and Flashback, as well as modern works, like Half-Life 2 and District 9.

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GDC 2010: Canabalt postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)GDC 2010: Canabalt postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 11 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

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