So this is why Hollow Knight: Silksong took 7 years to make?
Briefly

So this is why Hollow Knight: Silksong took 7 years to make?
"Shaked Lotan posted a timelapse on X showing him manually place every element in just a small section of Dreamjob Studio's upcoming adventure game Tyto. "It takes SO LONG. But you get an organic feeling world, instead of a tile based one," he says of the approach, going on to stress that he was careful to save every second to avoid losing work but still lost progress a few times due to git errors."
"Tyto is being developed in Godot rather in Unity, the game engine used for Hollow Knight: Silksong (see our guide to the best game development software). Some have suggested his process is unnecessarily inefficient, and that using a shader and spines would make the contouring process faster and easier, but Shaked suggests that calculating a shader for the entire level for every frame also has it costs."
A developer shared a timelapse showing manual placement of every element in a small section of the indie game Tyto. The process produces an organic, non-tile-based look but is extremely time-consuming and prone to lost progress from git errors. Tyto is being built in Godot while Hollow Knight: Silksong used Unity. Some commenters argue that shaders or spine tooling could speed contouring, but calculating shaders per frame carries its own performance costs. Silksong is noted for meticulous placement and long development time. The piece also points to resources for game assets and design guidance.
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