Some of it got lost in the threads, so why don't we start with this, @danpinchbeck ?https://twitter.com/coamithra/status/1293565656248602624 …
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Some Qs we received in the last couple of months on other channels: What part of the game was most difficult to achieve technically?
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And: What was the most bizarre reaction to the game, if any, that really was odd or took you by surprise?
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Tämä twiitti ei ole saatavilla.
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It was very long and involved a lot of spreadsheets. In a way the story remained light for a long time. We focused on character - on the basis that if you love characters you’ll watch them anything - and geography first, then a loose sequence of events (1/2)
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What is the internal process of creating the stories for your games? Which team members are involved, what steps do they go through? What tools do you use for keeping track? Hope you can fit all that in tweets, haha

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Me, a notepad and biro, drawings on whiteboards, playing Doom to avoid difficult questions, finding characters who just resonate with you. Lots of discussions with lots of people...
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Hi! These are my questions: How did you manage to make characters so realistic and human without showing them? How would you describe the relationship between science and religion in the subtext of the game? Thanks!
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Wow cool questions. Ok, 1) a lot of that is down to both James Watt, the VFX artist who did an amazing job. Also credit to
@SaxonKate and the amazing cast - we wanted the characters to work without any visuals and they did a stunning job - Näytä vastaukset
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Would you be interested in expanding the world of EGTTR further? Not necessarily in sequels (although that would be lovely) but in other creative formats like fiction, audio dramas, etc? I feel like there's so many possibilities to dive into this world even further :)
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It’s such an interesting one. When is something finished, when you do walk away from a world or characters. I’m definitely interested in how stories move across formats for sure, provided it feels creative right....
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