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Gregorios Kythreotis (Creative Director, Shedworks)
Location: Room 3014, West Hall
Date: Wednesday, March 23
Time: 11:30 am - 12:00 pm
Pass Type: All Access Pass, Core Pass, All Access Online Only Pass - Get your pass now!
Topic: Design, Visual Arts
Viewing Experience: In-Person/Virtual
Vault Recording: Video
Audience Level: No
An overview of the visual art goals, challenges and solutions in making Sable, and how limitations of a small team informed our approach to art and design production.
How we adapted to our limitations in terms of team size to create a specific art style and how worldbuilding and visual decisions developed from this, alongside the techniques we used to make a 3D open world that looked as 2D and handmade as possible whilst retaining gameplay integrity and readability.
The various tools and techniques and approach used in the making of Sable, and learn how a small team created a relatively large open world project.
Game developers with an interest in stylised art, game designers with an interest in holistic world building approaches, indie developers who are interested in making an open world game.