Game visuals today span the artistic spectrum, from iconic mobile graphics to lush AAA productions and now of course the shift towards virtual reality and a return to photo-realism. Our Art Track will provide artists with inspiration, practical advice, best-practise guidance and real-life case studies from not just the games industry but other creative industries too.
Releasing a game that allows the player to be as creative as they want is challenging, especially when you provide over 3000 assets. Liesa and IJke offer a retrospective on two and a half years of art development with a highly creative player base in mind. The lecture starts with the lessons learned from Planet Coaster and how they were taken on board for Planet Zoo. It’s hugely important to anticipate the needs of players and the concept stage is used to identify useful and versatile assets. We take a look at the popularity of certain types of assets, using telemetry from the live game. We also take a look at the unconventional contribution our concept artists made. They were integral to the look and feel of the game, and they used their knowledge of the assets to create in-game buildings and scenery. Our concept artists received a new responsibility in the production pipeline; designing and playing with the in-game assets. Having our concept artists play and build in-game gave us a lot of strong assets, and an insight into which assets were missing. Finally, we take a look at balancing the game to account for multiple player types. Our game is popular with building and management players. Some like to build a beautiful zoo, and some like to build a functional zoo. Those players have different expectations and we look at which solutions we found to satisfy both.
This session will detail the purpose of game Art Bibles, the types of fields that need to be covered & ways to best structure this information for the various target audiences. This would include ensuring there is a clear understanding & alignment of your game's core purpose & razor and how these subsequently influence / waterfall down through narrative framing, game tone, art pillars, establishing visual signatures, world-building, scene-setting and practical applications of the principals & elements of art.
This session is about how we brought clumsy, colorful beans to life and got them to compete in the world's greatest gameshow. We will cover visdev-aspects, ideas that didn't make into the final game, how we came up with the general tone and energy of the FallGuys-Universe, and will talk about why we think that diversity makes us and our art stronger.
Making your work look dynamic but believable is always tricky problem to solve when creating characters for games. They need to be cohesive within their own world, but also relatable to the player so that they can build a meaningful connection with them. In this talk, we will be discussing various tips, practices and sources for taking your model beyond their concept art by developing our fundamental knowledge of garment creation, pattern, visual depth and power, branding and more.
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Jo Twist, OBE
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
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Ian Livingstone, CBE
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