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Animal Well was developed solely by Billy Basso.<ref name=gdeveloper/>

Basso developed the engine for ''Animal Well'' from scratch in C++.<ref name=gdeveloper>{{Cite web |title=Creature feature: The surreal pixel art and animation of Animal Well |url=https://www.gamedeveloper.com/art/creature-feature-the-surreal-pixel-art-and-animation-of-animal-well |access-date=2024-05-29 |website=www.gamedeveloper.com |language=en}}</ref>

Sprites were drawn using Aseprite. Some animations use procedurally generated geometry.<ref name=gdeveloper/> Basso believes the procedurally generated animations helped make animations look unsettling. As an example, the limbs for the ghost cat. Basso also wanted to find more ways to animate sprites in creative ways, and avoid the traditional sprite stretching and screen shake effects used in other indie games.<ref name=gdeveloper/>

Basso wrote the gameplay code into its own DLL that can be recompiled while the game is running.<ref name=gdeveloper/>

The game uses particle effects.<ref name=gdeveloper/>

When working at other studios, Basso used Unreal and Unity. He developed the engine from scratch beause he found it more enjoyable than having to work within the limitations of third-party engines.<ref name=gdeveloper/>

Running fluid sim on a layer for water and smoke effects.<ref name=gdeveloper/>
Using normal maps and dynamic lighting.<ref name=gdeveloper/>

The game runs at an internal resolution of 320x180.<ref name=gdeveloper/>

Ghost cat was intended to be a dog but most players interpret it as a cat. The game breaks the rule that characters never travel between screens. Like talking characters Mr X in RE2.<ref name=gdeveloper/>







Basso was a developer at Netherrealm Studios and Phosphor Games.<ref name=thinky/>
Basso was a developer at Netherrealm Studios and Phosphor Games.<ref name=thinky/>

Revision as of 18:58, 29 May 2024

Animal Well was developed solely by Billy Basso.[1]

Basso developed the engine for Animal Well from scratch in C++.[1]

Sprites were drawn using Aseprite. Some animations use procedurally generated geometry.[1] Basso believes the procedurally generated animations helped make animations look unsettling. As an example, the limbs for the ghost cat. Basso also wanted to find more ways to animate sprites in creative ways, and avoid the traditional sprite stretching and screen shake effects used in other indie games.[1]

Basso wrote the gameplay code into its own DLL that can be recompiled while the game is running.[1]

The game uses particle effects.[1]

When working at other studios, Basso used Unreal and Unity. He developed the engine from scratch beause he found it more enjoyable than having to work within the limitations of third-party engines.[1]

Running fluid sim on a layer for water and smoke effects.[1] Using normal maps and dynamic lighting.[1]

The game runs at an internal resolution of 320x180.[1]

Ghost cat was intended to be a dog but most players interpret it as a cat. The game breaks the rule that characters never travel between screens. Like talking characters Mr X in RE2.[1]




Basso was a developer at Netherrealm Studios and Phosphor Games.[2]

Inspired by The Witness, Tunic, and Fez[2]

Inspiration from "flip screen" Commodore 64 games and survival horror.[3]

Basso used a limited color palette.[3] When adding new lighting and particle effects, he ensured that the effects blended with the look of the game.[3]

Development began in 2017 as a hobby project[2]

[3]

[2]

  1. ^ a b c d e f g h i j k "Creature feature: The surreal pixel art and animation of Animal Well". www.gamedeveloper.com. Retrieved 2024-05-29.
  2. ^ a b c d "Interview: How Animal Well is using secrets and mysteries to be a different kind of Metroidvania". Thinky Games. Retrieved 2024-05-24.
  3. ^ a b c d prankster101 (2022-09-30). "Interview with Billy Basso of Animal Well | PRANKSTER101 PRODUCTIONS". Retrieved 2024-05-24.{{cite web}}: CS1 maint: numeric names: authors list (link)