Link leaves adventure behind for the stability and security of a full time job, only to encounter his greatest enemy: middle management. The illustration was created for the recent Fangamer vs Attractmode art show by Mikko Walamies, who you’ll recall as the artist behind Hand Circus’s early iPhone platformer Rolando & PS3 adventure Okabu, as well as Venus Patrol’s own Kickstarter T-shirt.
What’s next for Rolando artist Mikko Walamies? All we’ve got to go on for now is this ultra-vertical deep-space artwork for his next games venture, which may or may not be related to Rolando-creator Simon Oliver’s next game, which he’s just let slip will not be for the iPhone.
Hand Circus have released the first in a promised series of wallpapers to promote their upcoming iPhone sequel Rolando 2.
With all the game’s characters now revealed we can see that it’ll retain all of its easy vector charm, but there’s something edgier and scrappier about Walamies’ hand-drawn versions that makes them even more appealing.
Officially added to illustrator Mikko Walamies’ online portfolio: his designs for Hand Circus’s killer iPhone app Rolando, which means gorgeous high-res zoomed out maps (suitable for wall-papering), and closeups of the game’s cast, including my favorite tongue-biter of them all.
Game Design: Rolando [MW82]
Fresh off the digital press: Rolando illustrator Mikko Walamies has created a handful of new iPhone wallpapers for Hand Circus, the most charming of which (at right) I believe might just be striking enough to finally unseat Kitsune Noir’s Mcbess paper I’ve been rocking since April.
If I didn’t think it’d be unfair to all parties involved, I’d simply title this one “why Rolando isn’t LocoRoco,” say my peace and be done — but it would be, so I won’t. But I will say, since it’s the laziest comparison and being used as a pejorative, that it clearly isn’t, and here’s why:
Yes, both games feature tilt mechanics (a feature better suited to the iPhone, for obvious reasons). And yes, as such, both feature balls, an understandable choice since those are the types of things that roll on inclines (and a design choice made for this type of game since someone first dropped a marble inside a wooden labyrinth).
And both, true, have chosen bold, high-contrast artwork that cutely personifies the movable objects. This is for a number of reasons: the more adorable the object, the more emotional connection, and the more we care whether or not it haphazardly rolls into spikes. The higher the contrast, the easier it is to follow the action, especially when you’re literally twisting and moving the screen in front of your face. (more…)