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How much freedom will we have in-game? Can we interact/manipulate the environment?
How do you get the stop motion look to be interactive? Do you make a 3D scan of each pose and then render the 3D model on top of a photo of the background?
I would like to know more about sources of your inspiration (in animation, video game industry etc.). Thank you and good luck!
You talked a bit about your inspiration for making a game, especially this type of adventure game, but what are your inspirations for the story?
My guess would be movies like The Abyss or games like Bioshock, but what was your key motivation to set the story under water on an alien planet in the future?
Given the possibilites of unity and the cheap dev kit of the Switch, is a release on Nintendos new platform part of your agenda now?
I'm a software engineer but I don't know nothing about games please can you tell us briefly what language and / or architecture you use.
Is there magic in this game or is the lore completely based on "real" physics?
Seeing that you build environment assets physically, do you later photograph them to build 3d models, or use some clever perspective tricks?
I like the animation, it doesn't jump frames as much as modern animation in mediums as anime does. Are these body animations of Harald final or do you plan on implementing kontext sensitive animations for movement, so turns from left to right for example are not to jumpy?
You said your inspiration comes part from telltale games, is a non linear (or choise based) story your goal or is it a more classic approach on the interaction?
Could you elaborate a little bit on the sound design aspects of the game? How you're doing sounds, speech etc..
When you find the time do you play any video games together as a team or are there any other activities/passions you all share together outside of the Harold Halibut project? Thank You