Devlog 1.1.7 | Design Decisions


Hey everyone,

Today, I want to dive into the design and art style of Casus Vita and share some of the design choices I've considered, revised, or finalized throughout the development process. 

I'll be discussing various aspects of the game's design in a series of posts, so please stay tuned.

Initially this game was Intended for Quest Devices: 
From the outset, my vision for Casus Vita was to create a highly realistic experience. Initially, I planned to develop the game exclusively for VR on Quest devices to maximize immersion. However, as development progressed, I realized that to enhance the fun and accessibility of the game, I needed to broaden our audience. This led to the decision to also port Casus Vita to PC.

This Game will not be ported for Mobile Devices:
Despite this expansion, maintaining a realistic feel remained a cornerstone of the project. This commitment to realism influenced another significant decision: Casus Vita will not be available on mobile devices. While I have great respect for mobile gaming and recognize its potential to contribute to a game’s success, the core essence of Casus Vita—delivering premier virtual hiking experiences—demands full immersion. Mobile devices, with their frequent prompts and interruptions, could detract from the deep, focused engagement we aim for.

Let’s talk about the music in Casus Vita:
The soundtrack is designed to be meditative, mirroring the playlists I use for focused work—no lyrics, just pure, calming sounds to enhance concentration and immersion. This choice aligns with the game's overarching goal to provide a serene and undistracted environment.

I'm eager to hear about the design decisions you've made in your own projects. What have you tried? What have you changed? Let’s start a conversation about our creative journeys.

Regards, 

SuperDam

Get Casus Vita: 3D Mazes

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