Finding the right art style
My previous game used a simple voxel art style. This is kind of the exact opposite of the extremely curvy Adventure Time aesthetic.
💡 Using connections from my old college I found a recent graduate who happened to create a ton of professional-grade Adventure Time fan projects. With his help and a technical discovery on how to make the whole world curve under the horizon, we were able to prototype a convincing proof-of-concept in just one week.
Leveraging the IP
It was important that everything felt like it was taken directly from the TV show. We wanted to avoid making a game that was merely skinned like an Adventure Time property.
💡 We ingested a ton of Adventure Time content to make sure we had a consistent tone. All friends and foes and magical items were carefully implemented to feel consistent or to feel like natural extensions. It helped that we had access to the same sound library and voice talent as the show.
Reeling in the scope
In a project like this it’s easy to get far more ideas than is practical to implement in time. I knew from past experience that we had to carefully pick and choose what to implement.
💡 I designed layers of “multiplicative systems” where various elements of the game get mixed and matched to create a ton of unique feeling moments. While it wasn’t easy, it offered players better bang-for-the-buck compared to hand crafting every moment.