Origins & Themes
Two came into existence on the drive up to San Francisco for GDC 2012. Initially Richard had proposed a game focused on the idea of breaking routine, something similar in theme to Every Day the Same...
View ArticleTwo: Vertical Slice
We handed in our vertical slice assignment today. It is a rapidly-made, brief prototype demonstrating how we envision the final experience to feel and operate. You can check it out here! You will need...
View ArticleWeek 6 Update: Conversation!
For this week’s build, Richard got the conversation system up and running. You can view it and try out our first conversation (written by Katie :]) here. I also (mostly) completed the models and...
View ArticleTwo, Rebranded! And Build #5.
One of the things that Richard and I have been struggling with for a long time is the title of this project. The name “Two” was one we stumbled across that just stuck because we needed something to...
View Articlea•part•ment 2013, New Years Resolutions!
New semester, and more a•part•ment! It’s been quiet for the past few months, but Richard and I have been hard at work on pre-production and recruiting! This semester our team will be joined by our...
View ArticleConversation, Upgraded!
Hi Everyone! I am Lawrence Jung and as the new producer of a•part•ment I’m making sure that the development of this project is going smoothly. The first update I would like to present is our new...
View ArticleEvolving the Dialogue System of a•part•ment
Our current dialogue system is an archaic beast that draws heavily from classic point-and-click adventure games. There’s nothing particularly captivating about it, but it gets the job done. Richard...
View Articlea·part·ment: A New Vision
Apartment has come a long way since our original concept. From simple beginnings taking inspiration from Carol Morley’s Dreams of a Life, to the polished prototype we completed at the end of 2012, our...
View ArticlePrototype 2: Rose’s Apartment
A belated post for the second prototype of the re-imagined a•part•ment designs. This prototype tells a story two-fold: through actions and text. You use the entirety of the keyboard to play it. Richard...
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