What does it mean to make a game, practically all by yourself, for years and years? Why would someone use their savings and energy to push a game out into the world? This mini-documentary about the making of Gravity Ghost gives some answers and insight to those questions.
It's common to think of structural considerations like physics simulations in games like Gravity Ghost. They send you spnning around little planets, after all. But in Erin Robinson's new game, the physics don't feel like physics. They feel like emotions.
Gravity Ghost looks like a children’s book come to life. There’s no shooting or killing. But jumping from planet to planet is a lot trickier than it looks in this pastel-colored journey through the cosmos.
You could call game designer Erin Robinson a triple threat , except that doesn't adequately encompass all the things she does well. Robinson draws with impressive skill, creates spirited animation, comes up with clever mechanics and breaks down game design theory and practice with inviting ease. Most of that gets…