The first technology developed for the game was the landscape generator, for which Key was inspired by walking in the village of Avebury, England. Realizing the extent of the work that would be needed for such a game, the developers decided to instead make something "nontraditional and nonviolent". Key originally envisioned the game as a procedural role-playing game in the same vein as The Elder Scrolls IV: Oblivion, in which the player would visit towns and complete quests. The island's visuals change with the seasons, such as orange and brown leaves during autumn.īritish game designer Ed Key began work on Proteus in 2008 during his evenings and weekends, though the game neared its final form only when David Kanaga joined development in 2010. In addition to the base gameplay elements, the PlayStation Vita version allows the player to directly affect the environment with the console's rear touch panel and to generate islands based on the current date and location in the real world. The player can capture a screenshot via a "save a postcard" feature, through which they can save and load their progress. The landscape changes with the season-for example, trees shed their leaves in autumn. During the night, the player can enter a designated area to advance time to the next season, exploring each until the end of winter, after which the game ends. Upon arrival, players are free to explore the whole island during the initial season of spring. When the game begins, the player is situated away from the island and must move across an ocean to reach it. Many things on the island are rendered as two-dimensional sprites, contrasting with the three-dimensional landscape. ![]() The soundtrack layers additional sounds and notes when the player nears objects and animals in the world. The game's soundtrack varies depending on the player's movements and location it may fall silent when the player is at the top of a hill and become sonically dense as they travel down it. Possible interactions are limited-for example, animals may run away when the player comes too close. The focus of the game is on exploration rather than interaction, as there is no narrative and the player is given no instructions on how to proceed. The island is drawn in a pixel art style and consists of hills, trees, structures, and animals such as frogs and rabbits the layout of these elements is different each time the game is played. In Proteus the player explores an island from a first-person perspective. The game was frequently mentioned in discussions of video games as art, with some debating whether it could be considered a video game at all.Īreas have different sounds and music when players walk near or through them. Following its release, critics praised the game, especially for its audio features, although some criticised the game's brevity and limited replayability. Proteus won the prize for Best Audio at the 2011 IndieCade awards, and was a finalist for the 2012 Independent Games Festival's Nuovo Award. Versions for the PlayStation 3 video game console and Vita handheld console were developed by Curve Studios, whose team added new gameplay features to the Vita edition at Sony's request. Audio designer and composer David Kanaga joined the project in 2010. Key first conceived Proteus as an open-ended role-playing game akin to The Elder Scrolls IV: Oblivion but, because of the work required for such a project, later redesigned it to be "nontraditional and nonviolent". ![]() The world's flora and fauna emit unique musical signatures, combinations of which cause dynamic shifts in audio based on the player's surroundings. In the game, the player traverses a procedurally generated environment without prescribed goals. ![]() Proteus is a 2013 exploration and walking simulator video game designed and created by Ed Key and David Kanaga for Microsoft Windows, OS X, Linux, PlayStation 3, and PlayStation Vita.
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