You can't be an Indie and make a polish, realistic game, most of the time. You have to play with the cards you have, and like I said multiple times before, the design of Nirvana was chosen with only that in mind: time-efficient puzzle building. In the early stages, the heavily modular geometry of my levels ran the risk of being monotone, and all the rooms looked the same, really. Until I played Mirror's Edge, and it gave me the idea of painting the wall with different colors - colors that the player could use to navigate, and to know if they are standing on a wall, or on the ceiling.
This design decision was important in the early stages, and since I would use the same texture for all the puzzle walls, the least I could do is make it look perfect. The wall texture, in the end, was the one to take me the most time to make, although it's the more simple.
Working on Nirvana, I learned the difference between realism and perfect simplicity.
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The wall texture. |