A Brief History of Albedo: Eyes from Outer Space by Developer, Fabrizio Zagaglia (Part 6)
Hi guyz, Z4G0 here; from the Albedo darkness, working on the new level (I won’t tell which one)!
This is a snapshot directly taken from Unity… I think that these screens have some poetry. Nerd poetry!
Anyway, take this:
Hover above for a preview!
It’s enjoyably difficult for me to consider finishing an environment in the game. EVERYTHING can ever be better. Details are never finished.
For example, take a look to this ‘evolution’ screen, referring to the third room of the game.
From the top left, you can see the very first version, about 1 and half years old. Mas o menos.

I liked it!
Then, a friend of mine told me ‘Nice. What the hell are these apples growing on the wall?’. They were NOT apples! They were eyeballs!!!
But, evidently, they didn’t seems like that.
So, I threw my friend out of the window (the western one) and I worked on the environment again.
Then: you can see that apples clearly became eyeballs.
My friend came back and saw it “Nice. What a cozy environment, with this warm light and these stairs so easy to reach!”. I threw him out the window (the southern one) and so I went back to work again!
After three or four flights of my friend through the window, the environment was similar to the one you can see now in the game.
An environment: You create it, you fill it full of assets needed for the game logic, you insert details, till you (think that you) finish the environment and you (almost) like it… then, one or two weeks later, you see it another time, and you see how poor it is, how many details you still can add. You discover another shader you can use, you set another spotlight which changes the whole appearence of the screen…
You never finish! Till you understand that you are extremely in delay with next environments! 24h a day aren’t enough, believe me or not. Life is tough!
…but when the going gets tough, the tough get going!
Anyway, thank you for reading me and supporting me playing my game!
This is Radio Z4G0 from the Albedo cave working on your favorite game!
HF! :)
This is a snapshot directly taken from Unity… I think that these screens have some poetry. Nerd poetry!
Anyway, take this:

It’s enjoyably difficult for me to consider finishing an environment in the game. EVERYTHING can ever be better. Details are never finished.
For example, take a look to this ‘evolution’ screen, referring to the third room of the game.
From the top left, you can see the very first version, about 1 and half years old. Mas o menos.

I liked it!
Then, a friend of mine told me ‘Nice. What the hell are these apples growing on the wall?’. They were NOT apples! They were eyeballs!!!
But, evidently, they didn’t seems like that.
So, I threw my friend out of the window (the western one) and I worked on the environment again.
Then: you can see that apples clearly became eyeballs.
My friend came back and saw it “Nice. What a cozy environment, with this warm light and these stairs so easy to reach!”. I threw him out the window (the southern one) and so I went back to work again!
After three or four flights of my friend through the window, the environment was similar to the one you can see now in the game.
An environment: You create it, you fill it full of assets needed for the game logic, you insert details, till you (think that you) finish the environment and you (almost) like it… then, one or two weeks later, you see it another time, and you see how poor it is, how many details you still can add. You discover another shader you can use, you set another spotlight which changes the whole appearence of the screen…
You never finish! Till you understand that you are extremely in delay with next environments! 24h a day aren’t enough, believe me or not. Life is tough!
…but when the going gets tough, the tough get going!
Anyway, thank you for reading me and supporting me playing my game!
This is Radio Z4G0 from the Albedo cave working on your favorite game!
HF! :)