Vellum



Vellum is a really vexing game design for me.

I largely made all the art, lighting, and music for its current version in fall of 2007, withe some revisions in early 2008.

It definitely has its own aesthetic identity that I find really compelling. To make the art for it, I scoured all sorts of public domain scans of centuries-old manuscripts, which was just fascinating to be immersed in. The music is actually the result of a rather novel procedural algorithm I've been tweaking on and off since 2007, which, with luck, I'll be able to add to my "Flash Experiments" section at some point. The whole game is plotted out as a strange, ambiguous voyeuristic play of sorts. I've done more serious writing for Vellum than any of my other games.

The current game play in Vellum is largely a host of iterations of a largely Qix-like formula. It's perfectly fine, but I don't think it holds up to the scope (and, well, pretentiousness) of the rest of what I'm doing.

Vellum, whatever it is, is something I really want to get back to at some point.



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