Going Retro in 2017: The Challenges of Yesterday and Today

What do we think of when someone in 2017 says "retro"? Square pixels, low-fi sound effects, and primary colors? We don't often think of those things as a once unavoidable limitation. So where do modern tools come in when trying to recreate a retro experience? Lets go back to a time when the words "anti-aliasing" didn't exist.

In this talk, 2 developers discuss the design approach to their game and how they balanced "going retro" with the advantages of today's technology to achieve their vision.


Richard James Cook [Game Developer, Filmmaker, Gamestar Arts], Randy Greenback [Executive Producer - Friday the 13th: The Game, Gun Media], Mike Herbster [Level Designer - Shovel Knight, Yacht Club Games], Mark Essen [Developer - Nidhogg, Nidhogg 2, Messhof Games], Greg Johnson [Creative Director - Toejam and Earl, Human Nature Studios], Jonathan Holmes [Editor in Chief - Destructoid, Destructoid.com]