Various Documents Posted on the Official Oddworld Discord [2018]

Date: 07/03/2018

Description provided by Alex Carroll: Abe in Mutant Mudds. Not my artwork, not enough bees.

Source: Official Oddworld Discord (subchannel:"creativity_central")

Muddy_Abe


Description provided by Alex Carroll of Oddworld Inhabitants: Launch promo for NnT Vita.

outtoday


Description provided by Alex Carroll of Oddworld Inhabitants: I had an alternative idea (and a very rough visual comp) for the Alf DLC.

alf-escape-logo.png


Description provided by Alex Carroll: Flyers that were distributed at EGX in, er, 2014? Old logo... yeah, a lot of stuff goes through multiple revs. I don't normally keep the older stuff but there you go - in this case apparently i did.

egxflyer1

egxflyer2


Description provided by Alex Carroll of Oddworld Inhabitants: PS4 launch promos for social media. Pretty sure these were used, at least most of them, although perhaps not quite like this.

beodd9

beodd1

beodd2

beodd3

beodd5

beodd6

beodd7

beodd8


Description provided by Alex Carroll of Oddworld Inhabitants: I took a few 4K shots from NnT for the PC release. I love this one, in fact, I adore the way Paramonia looks, it's my favourite section of NnT.

ONNT_PARATEMPLE_4K


Description provided by Alex Carroll of Oddworld Inhabitants: A simple (forgive the blurring) one-sheet handed to press during a small preview event in earlyish 2014. This one's unofficial, I should add, it was just something I threw together before the game was shown.

controls-one-sheet


Description provided by Alex Carroll: Some early comps for the start logo that would appear before the very first NnT trailer. I think the ones with the saw were best. I'm pretty sure Tom did some if not all of these super quick.

Description provided by Alex Carroll: This was great to work on - a total revamp of the Stranger UI/UX for mobile, alongside the great folks at Square 1.

stranger_ui_concept


Date: 14/04/2018
Description provided by Alex Carroll: the original Munch can a/w

can_label


Description provided by Alex Carroll: the first box variation

Munch_LRG


Description provided by Alex Carroll: i kinda wanted to do something like this with the can sticking out over the Vita header, but assumed it wouldn't get through

Munch_LRG_can


Description provided by Alex Carroll: the vykker variation was going to have this massive eye on the back

Munch_LRG-2


Description provided by Alex Carroll: i liked this idea, but it clashed with the front too much

Munch_LRG-3


Description provided by Alex Carroll: this one didn't get very far
but it was going to be really minimal

Munch_LRG-4

Q: so you designed the MO CE boxart? Are you responsible for all of OWI’s graphic design then?

Alex Carroll: it's generally a mix between me and pete, yeah. but obviously everything goes past LL at some point. pete did the actual CE, btw. i handled the actual Vita covers, pete did the CE box itself, and the innards (and he also did the can, the CD cover, etc).

Date: 04/06/2018

Description: Logo posted by Peter Chapman in order to celebrate the LGBTQ Pride Month.

Source: Official Oddworld Discord (subchannel:"general_oddworld")

OWI_Pride_transp


Date: 04/07/2018

Description provided by Alex Carroll: Early version of Zulag 1 from NnT where the player had to crawl under the fan.

Source: Official Oddworld Discord (subchannel:"general_oddworld")

Description provided by Alex Carroll: When we were porting the game to Vita one challenge was the lack of haptic feedback when getting shot. One suggestion I had was to visualise Abe's health with a little green health bar (bottom right). This was scrapped in place of more obvious camera shake.

Description provided by Alex Carroll: Porting to Vita meant not only visual compromises (a lot of geo had to be stripped back) but also the way NPCs are handled was redone, in particular ensuring they were completely culled when off screen and in really busy areas (like the Nest levels) I had to set up trigger zones every few feet to switch on and off the enemies to ensure only a few were running at any one time. You can see this if you retrace your steps, especially in the Paramite Nests level.

Still, I adore the Vita version, it has really nice controls and kinda suits the AO aesthetic. We pushed hard for native res and tried our best to get it to 30fps as often as possible. It's the version I play the most, I think.

Description provided by Alex Carroll: Suggestions for context-sensitive (and optional) UI button prompts that sadly didn't make it into NnT. These would have been great for first time players.

context-c

context-d


Description provided by Alex Carroll: Scrapped idea for a trailer. I think this was for E3, bizarrely, and I'm happy it got binned as the humour felt a little forced.

Date: 11/07/2018

Description provided by Alex Carroll: here's a shot of the loading icon.
exclusive! it was partly inspired by the bonewerkz logo it spins it's cute it might end being changed before release (you get the idea). this one conveys more. there's more happening that just loading. it's also not a loading 'screen', it's a loading icon.

Source: Official Oddworld Discord  (subchannel:"general_oddworld")

unknown


Date: 27/07/2018

Description provided by Alex Carroll: So many archives, boxes and boxes and folders and disks.

Source: Official Oddworld Discord (subchannel:"general_oddworld")

image


Date: 06/08/2018

Description provided by Alex Carroll: Somebody here is... (not really, just found it in the archives).

Source: Official Oddworld Discord (subchannel:"general_oddworld")

alf's fan of the month!


Date: 23/08/2018

Description provided by Alex Carroll: the trick is to ensure you bring some meat from outside. then it's easy. and man, NnT had some daft bits. there are currently zero such drills in soulstorm. currently none [UXBs]. soulstorm doesn't really work on the same basic set of rigid puzzles. think more organic encounters. the intention is: to allow players to play the game their own way if they want. in fact, we actively reward such invention. i think there was a bug on ps4 that we fixed for pc where the drills were linked to the framerate so in some cases they were actually too fast. that said, we all beat the game so it's possible! but this kind of feedback (rather than 'wrong green') is actually super useful.

Source: Official Oddworld Discord (subchannel:"general_oddworld")

easy


Date: 28/08/2018

Description provided by Alex Carroll: here's this week's shot of the loading gear.

Source: Official Oddworld Discord (subchannel:"soulstorm")

unknown


Date: 31/08/2018

Description provided by Alex Carroll: today's Soulstorm shot is of a very fancy temporary collider. enjoy.

Source: Official Oddworld Discord (subchannel:"soulstorm")

unknown1