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Writer's pictureCallum Winfield

Week 11 - Industry and Art inspirations for moving forward with the game Idea.


Lux: New Wave of Contemporary Art at 180 The Strand

This was one of the first exhibitions I attended during this semester, It was a mostly digital based exhibition which follows this new way of displaying and producing art from the industries point of view. Overall it was truly interesting to see how digital artist can use a space to influence there digital art and in a way unify the two to make a completely fresh and new experience.


Saatchi Gallery (Journey of the Healing Arts, LG OLED Art, Liminal and Halo Infinite Promotional Piece.)

The second Gallery I went to was the Saatchi in London, two reasons for this visit, one being to see the new LG sponsored digital gallery exhibition and to also see a huge painting that was done to coincide with the new Halo game. The digital exhibition felt like it was trying to achieve the same atmosphere as the LUX: New Wave though this time not achieving the same level of unification between a space and a digital piece. The Halo exhibition was an amazing overall thing to do from a marketing point of view and was extremely satisfying to see as a fan of the series.


Ars Technica War Stories

I've been a long fan of Ars Technica war stories and below you can see some of their most recent videos that I decided to make note of the design ideas and methodologies present in the videos.

The video above is a story of the development of the original Deus Ex game by Warren Spector. He talks about how he want to mesh a variety of genres to create a new game set in a completely new genre. He talks about the push back he got from other developers to not genre meld a game and how he had to stick to his guns when developing this game.

The war story above is from Pawel Wojs, where he talks about how ambitious Total war Rome 2 was and how it was overall its undoing at launch. This was a very interesting watch due to the scope of this new game I am now working on, some of the points he makes about toning down a game idea could come in handy moving forward.

The last War story I watched recently was one around the Blade Runner game and its creator Louis Castle. He talks about how technological difficulties shouldn't take away from the game your trying to make, you need to find new and different ways to achieve your goals.


Alan Wake Developer Commentary

Another area I wanted to document was the developer commentary from the newly released Alan wake remaster. This wasn't going to be something id talk about but as I had it on in the background while I played I began to learn a lot about the man behind this game Sam Lakes design methods.

In this commentary Sam reminisces about his early stages as a writer and how areas of his personal life, his history in writing and where he grew up influenced the world he built.

Overall its a very interesting commentary that definitely made me feel like when designing a game that there's nothing wrong with even looking to your own personal life for inspiration with ideas.

GDC World Building Talks

I also looked to several GDC talks I had yet to watch. This included this a talk by Josue Benavidez about the creation of the game map for Insomniacs Spider Man. He goes into the steps they had to take recreate and prototype New York and how they had to iterate the overall world map several times. Some key notes he made from the talk.

- Experiment with Intent

- Think of the process more scientifically

-Use evidence to support your vision

The second talk was about the level design seen in the Destiny series by Raylene Deck. She details how a varied world is needed for the multiple types of players that will use it. Also talks about how its key for the world to demonstrate agency when needed and instil this on the player.


GDC Character Design Talks

One of the final talks I looked at was with Gavin Goulden who was the lead artist at Irrational Games. His talk goes through his character development process, mostly focusing on the character of Elizabeth.

- cut work isn't always wasted work

- making games is a team sport

- quality changes over time

- great ideas can happen naturally











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