Building Fantastic Worlds, Studio Games Talks 1
Keeping it Real - The Making of Lumino City
State of Play Games, known for making games by hand, demonstrate the unique benefits of using physical models in and explain some of the technical challenges.
State of Play Games
The Art of "The Witness"
This behind-the-scenes look at the creative process for Jonathan Blow's The Witness shows how a small art team, focused on understanding the core essentials of gameplay, allowed the visual language to be an extension of it.
User-Centric Tools Programming in Firewatch
How do you build a large, interconnected world with a small team? The 10-person studio Campo Santo is building Firewatch with only one environment artist and one concept artist. This talk explains how the team designed tools that allow content creators to build an open world without sacrificing quantity or quality.
Feel Engineering at Funomena
Funomena discusses the core artistic and emotional inspirations behind their upcoming game Luna, the creative process behind its current look, and how decisions on art, sound, and gameplay design are integrated via "feel engineering" to reinforce the game's underlying themes and narrative to create novel, compelling emotional experiences.