Surreal mechanics and visual effects are great for “wow” factor, but in
Anamorphine we use them to reinforce the narrative and reflect the emotional state of the characters through the environment. We’re being literally figurative, telling a story by actually representing the mind of our character for players to spatially explore.
We will explain how we convey the emotionally strong memories the character is traversing without dialogue, cut scenes, UI or action buttons, and how we use the minimalistic acts of looking and walking around as storytelling tools.