When presenting the original concept trailer for Child of Light, one of the biggest pieces of feedback the Ubisoft Montreal team received was that there needed to be a stronger, more visually appealing main character. When it's time to go back to the drawing board, what needs to be re-evaluated first? In this GDC 2014 session, Ubisoft Montreal's Patrick Plourde goes over the many iterations of the main character's appearance in Child of Light, showing the process which would eventually lead to creating a unique look. The talk discusses sources of inspiration behind the initial art style, as well as the many iterations of art direction which occurred throughout development before a final decision was made over the main character's iconic design. Artists curious to see how the Ubisoft Montreal team came up with their final character design can now watch the talk completely free via the official GDC YouTube channel! In addition to this … [Read more...] about Video: How the Child of Light devs designed a visually unique character
Video game documentary maker NoClip has uploaded an interview with Prey designer Ricardo Bare and game director Raphael Colantonio that explores what goes into creating immersive sims. The full video is full of interesting tidbits, and is a must watch for anyone looking to bring a sense of immersion to their game project. For instance, at one point Bare explains that 'immersive' doesn't necessarily have to be synonymous with 'realistic.' The world you create must have consistent rules, but those rules can be as outlandish as you want. Take Prey's shapeshifting alien. It's a decidedly bizarre creation, but the design team still ensured it followed strict behavior patterns that players could predict and eventually manipulate. "One of the ways I like to think about [immersion] is: you can get different experiences and feelings from games, but one experience is 'I've figured out the solution to this puzzle,'" explains Bare. "There are a lot of … [Read more...] about Prey devs explore the tenets of immersive sim design
Playerunknown’s Battlegrounds has become the game that offers loot crates that most feels like gambling, with the ability for some players to make real-world money by lucking their way into rare items. The developer itself, not to mention Steam, is also going to profit handsomely from the system. The methods by which it’s doing this aren’t novel, but the whole thing is being designed with what seems like an eye toward the games that have come before while also trying to get ahead of criticisms by being transparent about how it all works. The end result, however, is going to be a system that lets players spend real money in the hopes of striking it rich selling rare items. Where’s the outrage? It’s very easy to ignore the loot box aspect of PUBG, because it doesn’t impact the game itself. You don’t have to worry about cosmetics if you don’t want to, and rare items don’t do much to change the balance of the game itself. It’s … [Read more...] about PUBG now features what looks a lot like gambling
The game industry of 2022 is big, messy and hard to find. Those who define it might be children. They could be solo developers on just enough funding to scrimp by for the next project. They could be retirees, artists or marginalized children in a war-torn country. They may create works of genius that go undiscovered until long after their death. Following up on Polygon’s recent fifth anniversary, we decided to ask a range of experts in the game industry the same question: What will things look like five years from now? While some cited practical predictions, like the rise of virtual reality, most centered around the structures that enable games to be made in the first place. And while many people see things improving, several also sounded warning bells about what the industry may be like and who may be in charge of it. The future isn’t necessarily what you think While many developers imagine a future where the game industry is overrun with new and exciting technology, many … [Read more...] about What will the game industry look like in five years?
Over the weekend, Hi-Rez Expo 2018 gave us a ton of news about the future of the developer’s many IPs like Paladins: Champions of the Realm and SMITE. On Friday, Hi-Rez Studios released a new video showcasing just how the audio for the studios’ games is designed and conceptualized. In the video, we get the chance to go hands-on with Chris Rickwood, the Audio Director behind SMITE, as well as Gregory Allen, the Audio Director behind Paladins. Both directors talk a lot about the thought process they have when creating the sounds and theme for each of the unique characters that appear in their games. You can check out the video for yourself down below. There has been a ton of news that has come out of Hi-Rez Expo all throughout the weekend as well. First, a new hero, game mode, map, and more are being added into Paladins sometime next week on the PC version of the game and a bit later for other platforms. Furthermore, the game … [Read more...] about Hi-Rez Studios Reveals Behind the Scenes Look at the Audio of Paladins and SMITE