“Monument Valley” has been the hallmark of artistic game in our hearts. As you can imagine, we couldn’t be happier when ustwo released an expansion – “Forgotten Shores” – of the original game. The new chapters come as breathtaking as the first one: flawless visuals, intriguing puzzles, and a great sense of serenity. We have talked with David Fernández Huerta, “Monument Valley”‘s game artist, about the role of art in game design before. And now we want to talk to him again, about this great visual expansion of “Monument Valley”.
Let’s say we didn’t played it. What should we expect from “Forgotten Shores”?
“Monument Valley: Forgotten Shores” is a collection of 8 new chapters set between the last two levels of the original game. It contains lots of fresh new ideas and ways to play with architecture, as well as some concepts we didn’t have the time to explore in the original game but we always wanted to. The expansion is almost as long as the original game, with bigger and more complex levels, but keeping the same level of challenge as the original.
Players can expect new ways to interact with the environment, more intense optical illusions and the return of everyone’s favourite character, the Totem. The new levels include locations as varied as a massive waterfall, a frozen tower, a city over the clouds and even a volcano!
What have you worked in these new chapters as an illustrator?
For this new chapters I’ve worked both as an artist and as a level designer. This has allowed me approach the art of the game in a different way, from the roots. Being able to decide and develop the idea of the levels instead of just getting an already playable one from a level designer makes a massive difference.
We also had the opportunity to explore new visual treatments, with natural elements like rocks and water being more present throughout the game. I love cinema and literature, so I have used this opportunity to pay homage to some films and books I love, form Jules Verne to “The Thief of Bagdad”. We’ve also experimented with new colour schemes, and even have a level completely in black and white!
Could we expect more sequels coming?
Right now, and for a limited time only (from November 24th to December 7th), we have released a completely new chapter in partnership with Product Red, and we will donate all the proceeds to fight for an AIDS free generation.
This is our final level for “Monument Valley”, and we don’t have any more plans for new content. That being said, “always in motion the future is”.
Apart from that, we see the game’s prints are available here. That makes the crazy goal “every screen worthy of being framed and hung on a wall” a reality. What do you think about it? Do the “Monument Valley” visuals fit there? Or are they better in a game with sounds, animation and a storyline behind?
Of course, a game is always at its best when being played, and we made a huge effort to ensure that every screen of “Monument Valley” looked as good as we possibly could. Motion and interaction are a major part of the experience, but seeing some of the levels printed out on a large format is just really, really nice. Maybe these prints will be less significant to those who haven’t played the game, but for the people who have the connection is even stronger. For them is not just about beautiful art, is about remembering a meaningful moment in their life.
Thank you David!
Scroll down to see the impressive game design of “Monument Valley: The Forgotten Shores”!
This blog was first published on Kuvva blog.