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How Rigid Limitations Can Be Liberating, Developing Art Without Textures for 'The Falconeer'

Tomas sala  (Creator, T.L Sala Holding Amsterdam)

Location: Room 209, South Hall

Date: Thursday, March 24

Time: 11:30 am - 12:30 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design, Visual Arts

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

A design path of limitation and constraint offers technical challenges, but it can also be a source of inspiration and offer a meaningful artistic journey of experimentation and discovery. This talk gives insight on how creative limitations have become the bedrock for my design choices, culminating in my game The Falconeer.

Eight years ago I decided to limit myself by only creating game art without the use of textures. In this talk I'll showcase many of the 'outside the box' tech-art solutions that resulted from that journey. And how these combined to form a cohesive and honest visual style that is more than the sum of its parts.

Takeaway

Attendees will be inspired to see how imposing limitations can foster a long term journey of discovery. Not just on the small scale of individual exercises but on a grand multi year journey. Coming away with both practical solutions and new directions for technical game art. A perspective on how all the power and next-gen potential of modern day 3D engines and tools can be used without being overwhelmed by the wave of possibilities.

Intended Audience

My solutions and explorations are not born from deep technological understanding, they are born from trial and error headbanging until things pop out in a way that pleases me. This approach makes my techniques and explorations very understandable for artists who would normally not dive into tech art, and they are wonderfully left-field to appeal to seasoned tech artists as well.