Connecting Worlds

[h3]Welcome to the Connecting Worlds series, where our main objective is to showcase the creation of The Cub's world, delving into the primary design goals and the topics we aim to explore within this presented universe.[/h3]
You might wonder how difficult was it to adapt a world used as a golfing course into a challenging parkour arena. TL;DR version would be: “The world primarily evolved practically”.
And if you want to dive deeper you need to know that the buildings and monuments which were mostly in the background in Golf Club Nostalgia are now integral parts of the level design that the Cub runs across, climbs, etc. This means that the urban ruins must simultaneously be beautiful and legible, feel organic, but also function as clear obstacles for a platformer. In many ways this was the main challenge and required a lot of testing and trying because it depends on the feel and flow, unlike Golf Club Nostalgia, which is basically turn-based: you hit the ball, the character automatically goes to the next spot, and you swing again.
The Cub is free in the world, and we wanted him to physically walk and touch monuments and buildings that were once mere background decorations in Golf Club Nostalgia.

https://store.steampowered.com/app/1941410/The_Cub/
[h3]Spread the word, toss a wishlist, follow our way and see you on January 19![/h3]
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