Overworld Fan Art Contest
We managed to nab a handful of those coveted Yooka-Laylee Pinny Arcade pins for giveaways. Trowzer insisted we eBay them, but he was subdued by the offer of ssshares in our next game.
We tasked our arty fans with creating an Overworld themed image. The prize? One of the aforementioned pins of course, and a Steam code for Yooka-Laylee and the Impossible Lair. Even though Dean Wilson is a questionable man, we decided to consult his artistic expertise, and he selected a winner!
Congratulations Marina! We love your pixel-perfect tribute to the Overworld.
You can check out the rest of the entries here!
Extra bits and bobs
Dean is back with these fantastic Overworld concept pieces. He produced them during the early development of Yooka-Laylee and the Impossible Lair to help us find an appealing style and palette.
More bits and bobs
We’ve also got these Overworld sketches from Hamish, our in-house Aussie designer and retired office Mario Kart champion (we have some new blood who has taken the crown).
Hamish: This was the “jigsaw” level which didn’t make the cut into the final game. The idea for the state change was a twist on the regular style of swapping between the two different states. There were four draggable parts of the level broken up, plus the centre of the book which was the part that you entered. If you entered the level without any parts of the book connected, the level would be tiny and you could beat it in maybe 10 seconds or so. But if you entered after connecting a corner to the centre, it would provide a whole new section of the level to explore. They would all fit together, so theoretically you could build the whole level and explore it, but the other part of the puzzle was you’d always have to leave at least one section behind to keep the gate open to retrieve the other parts. So at any one time, you could only attach three different corners of the level, and you’d have to figure out which bits you needed to reach certain areas within. It was a cool idea but it got cut because it was technically challenging and wouldn’t work the same way as all the other levels and there was a danger of it becoming a chore if you had to keep entering/exiting the level to figure it out.
Hamish (also former Super Smash Bros Champion): This is one of the early sketches of the Overworld that we ended up focusing on as we began to design and build it in Unity. There were a few different designs but this one felt like the right choice. It was less linear than other designs, which was one of our aims. It had Hivory Towers, and thus the Impossible Lair, smack bang in the middle to always remind the player of their ultimate goal. It was a circular path, which led the player back to where they started, to encourage both returning to the Impossible Lair and revisiting levels that you maybe hadn’t discovered the State Change for yet. And finally, it was divided into distinct areas so the player felt like they making progress.
And there we have it! We hope you had a blast learning a little more about the Overworld. Follow us on Twitter for more regular updates and nonsense!
Yooka-Laylee and the Impossible Lair is out now on Nintendo Switch, Xbox One, Playstation 4 and PC!
[We have a bunch of web updates coming soon, including a game page for Yooka-Laylee and the Impossible Lair and some other bits. Cheers for sticking around!]