Video: How Campo Santo crafted a universe of Firewatch

How do we build environments for a diversion set in a late-’80s Wyoming forest that elicit a suggestion of that time and place, while still being docile for a tiny indie organisation regulating Unity to produce?

At GDC 2016, Campo Santo lead artist Jane Ng pennyless down how a studio did only that. In her hour-long speak she detailed the art prolongation hurdles encountered in making Firewatch, and explained the methodology behind a team’s stage management, item displaying and universe streaming.

It was a good speak that also went into detail regarding a specific collection compulsory to grasp a art character in Firewatch, and offered advice on how tiny art teams can make a best use of their time and resources.

If we missed it in person, no worries — now’s your possibility to watch a whole thing for free via a central GDC YouTube channel.

In further to this presentation, the GDC Vault and a new YouTube channel offers countless other giveaway videos, audio recordings, and slides from many of a recent Game Developers Conference events, and a use offers even some-more members-only calm for GDC Vault subscribers.

Those who purchased All Access passes to new events like GDC, GDC Europe, and GDC Next already have full entrance to GDC Vault, and meddlesome parties can request for a particular subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and growth studios who pointer adult for GDC Vault Studio Subscriptions can accept entrance for their whole bureau or association by contacting staff around the GDC Vault organisation subscription page. Finally, stream subscribers with entrance issues can contact GDC Vault technical support.

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