The texture for the door was a difficult element to resolve because I wanted it to retain the cartoonish element that the secret door in Super Mario Bros II had (see right). By adding a high degree of noise to the diffuse map I was able to achieve the desired outcome.
In most platformers of the time pushing up on the control pad would open the door, which is one of the reasons for putting the small arrowhead indentation in the bottom of it. The other two reasons are rather self-explanatory; I wanted to fill the space with something that was not invasive and that drew the viewers eyes up.
Date modelled: March 2002
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