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Exclusive: Questions and answers with the High Team

The Odyssey of Alto was launched on iOS and tvOS at the end of last month, and we loved Alto's last adventure in the desert. We contacted 'Team Alto', the developers behind Alto's Odyssey to talk a bit about the game, its development process and its future plans with Alto and his friends.

Team Alto is a collaboration between 'Snowman' and Harry Nesbit, and it is this collaboration that we should thank for creating Alto's Adventure and bringing us Alto's Odyssey.

Note: We would like to thank Ryan Cash, founder of Snowman, Eli Cymet, Snowman's main producer, Harry Nesbitt, artist and main programmer, and Jason Medeiros, designer and developer of Snowman for taking the time to answer our questions.

Being a small team that develops these awesome games, can you give us an idea of ​​how the process of brainstorming and development is?

Eli Cymet (Main Snowman Producer): First of all, thank you very much for the warm words! It means a lot to hear that people enjoy the things we do. As creators, that's so wonderful.

With regard to brainstorming and development, each project is, as you can imagine, a little different, depending on what you want to create. However, with the Alto series in particular, we like to start from the perspective of a feeling we want to convey. With Alto's Adventure, the idea was to create a game that would capture the sensation of snowboarding, of being in nature in a space that felt comfortable, safe and serene. Many of the decisions, such as the mountainous environment of the game, its one-touch mechanics and later Zen Mode, arose from wanting to convey this feeling.

For the High Odyssey, we execute our development in tight "sprints", setting key objectives that we want to achieve over the course of periods of three to four weeks, and we register weekly to make adjustments. "These sprints became much stricter as the development approached its completion, and when we were in the final stretch, we were releasing a new version of the game almost weekly to test important fixes and polish."

Harry Nesbitt (Lead Artist and Programmer): I remember almost 12 months before starting, producing a sheet of miniature sketches to try to find the general tone of the game, and really explore how the new environment could come into play. In particular, he wanted to avoid the kind of usual clicks seen in the "desert" games: it is important that the world feels totally authentic and respectful of the cultures on which it is based, not simply as a "theme" or dress for The good of the world. game. I think that getting it right was almost the determining factor of whether this game worked from an aesthetic point of view, and many of the narrative arguments, such as the hot air balloons that represent this central idea of ​​travel and exploration, come from These first sketches. "

Alto's Adventure was in the middle of snow-capped mountains. What made you think about changing Alto to a desert for the sequel?

Ryan Cash (Founder of Snowman): As with the first game, it was very important with this follow-up to capture a specific feeling. We spend a lot of time talking together and thinking about the emotions we may want to provoke in the players before really committing to development. We don't want to treat another Alto game as an inevitable conclusion due to the success of the first title.