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"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
"You wanna reach in and grab one of these guys and just pop 'em in your mouth. Candy is completely engineered to entice you to pick it up."
- Motiga Studios' Vinod Rams, on what makes a game like Motiga's Gigantic "look like candy" -- and why that's important.
Close your eyes and picture your favorite kind of candy.
What color is it? What's on the packaging? Maybe it's bright orange, or covered in red and white stripes, or nestled inside a little neon green bag; whatever it is, chances are good that nothing about it looks like actual real food.
Nevertheless, you like it. It catches your eye as you move past. That, says artist Vinod Rams, is a form of attraction that game devs can and should study if they're working on something that has a colorful, cartoonish aesthetic.
His choice example? Nintendo games, especially contemporary projects like Arms and Splatoon 2.
"Those games just look like candy, they just look so great," Rams said during a recent livestreamed chat on the Gamasutra Twitch channel. "Candy is completely engineered to entice you to pick it up."
You can watch him elaborate on this specific point in the clip we've embedded above. For more from Rams (who worked as lead concept artist) and fellow Gigantic dev Carter McBee (lead designer on the game) about the game's troubled but hopeful development, check out the full video.
And of course, we encourage you to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.
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