Explore the development journey of "A Short Hike" in this 31-minute GDC Virtual Talk from 2020. Discover how Adam Robinson-Yu pivoted from a major project to create a tiny open-world game, delving into the creative process, technical challenges, and design decisions. Learn about working within limitations, implementing crunchy pixel aesthetics, custom shaders, and 3D pixelation techniques in Unity. Gain insights on meeting deadlines, efficient asset reuse, landscaping methods, and balancing open-world gameplay. Understand the importance of player guidance, silent repetition, and setting expectations for indie game releases. Uncover valuable lessons on game development, from prototyping to Steam page traffic analysis, in this comprehensive postmortem of a successful indie title.
Crafting a Tiny Open World - A Short Hike Postmortem