View all by Hadrian Lin
Hadrian Lin
Follow Hadrian Lin
Follow
Following Hadrian Lin
Following
Add To Collection
Collection
Comments
Devlog
Related games
Related
The Year After
←
Return to The Year After
Devlog
Evolution of the Story
April 30, 2022
by
Hadrian Lin
5
#story, #game design
*** Spoilers ahead. Play The Year here first. *** The original story for The Year After was complicated: it was one part Day of the Tentacle by LucasArts and one part Passage by Jason Roher. It was ab...
Continue reading
Move Me
December 23, 2021
by
Hadrian Lin
2
How do we feel when we struggle through a narrow path? How do we feel when we stroll through a wide corridor of trees or an open field? Freedom of movement—or lack of it—can amplify feelings of gr...
Continue reading
Taipei Indie Game Award Finalist for Narration
December 15, 2021
by
Hadrian Lin
1
The Year After is a finalist in the Taipei Game Show 2022 Indie Game Award for Best Narration! More devlog posts Get a collector's edition cart: incube8games.com Play the game online...
Continue reading
A Love Letter to GB Studio and Rapid Iteration
September 18, 2021
by
Hadrian Lin
11
The Year After was made with GB Studio , described as “a quick and easy to use drag and drop retro game creator for your favourite handheld video game system.” The interface is so simple and intui...
Continue reading
Say it with Objects
September 13, 2021
by
Hadrian Lin
1
#characters, #environmental storytelling
Compelling characters grow and change. How do we show their interiority? Dialog is the obvious way. Another way is through the use and exchange of objects. In The Year After , instead of the father or...
Continue reading
Collector's Edition Published by Incube8 Games
September 10, 2021
by
Hadrian Lin
#gameboy
A physical collector's edition is available for pre-order, published by Incube8 Games ! Thank you to everyone who has played the game so far...
Continue reading
Showcased at G-STAR 2020
November 26, 2020
by
Hadrian Lin
Last week, The Year After was featured at G-Star Global Game Exhibition as part of their Indie Game Selection! Thanks to G-STAR for giving it a mention! No idea what they said, but there it is: @6:10...
Continue reading
Kintsugi Pottery: Let the Game Design Itself
October 01, 2020
by
Hadrian Lin
5
Light spoiler warning for The Year After It felt unfair and broken. It was an important point in the game but players didn’t know they were making a major decision. How would I fix this problem? I c...
Continue reading
Igor, the voice actor
September 25, 2020
by
Hadrian Lin
4
The owners gave me this picture of Igor, who did the bark sounds for the dog in The Year After . He was loved very much. I've changed the name of the dog in my game to Igor now. Igor 1995-2007 PLAY T...
Continue reading
Cut With the Grain
September 23, 2020
by
Hadrian Lin
1
#creative limitation, #gb-studio
Compared to consoles of today, the PlayStation 2 had draw distance limits and how much it could show on screen at once. Some games used fog or bloom effects to mask the lack of detail in far off objec...
Continue reading
How to Make NPC's Feel Alive
September 06, 2020
by
Hadrian Lin
3
#storytelling, #characters, #non-player characters
Game Design / Storytelling Principle: How to make non-player characters feel alive Do not have non-player characters stand around, waiting for the player to interact with them. Have them move and purs...
Continue reading
Why go 8-bit low-res?
September 04, 2020
by
Hadrian Lin
7
Artist's Statement | Why do low-res 8-bit in 2021? Creative limitation helps us explore thematically rich, story-driven games. Less is more. With low-res, people's imaginations fill in the detail. The...
Continue reading