In the previous post, I mentioned how our initial concept art had a fundamental problem. Unfortunately, we had to scrap a lot of the beautiful details in the design to refocus the player's attention on the core task at hand: Avoiding the chocolate pillars of doom!
|Color-coordinated swatches were used to make a beautiful composition|
The biggest take-away from this is that oftentimes, design has to take a backseat to gameplay. We are fortunate that our designer understands our priorities and is willing to take it as a design challenge, rather than criticism of her work. realGameDev is blessed to have her on our team :)
I realize that this was a very design-centric "Making of..." so the next one will be a more development oriented one. I will most likely do a double post on Gamasutra as well. Post-mortems they like to call it.