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” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. ” The solution was the comic book art style, which not only makes the game visually engaging but also complements the detective theme. “At this stage, we dont care about visuals at all.
“I shared the concept with them early on, and they were fully on board, which boosted my excitement. “They handled functionality, building everything off the first game, letting me focus on creative aspects like story, cutscenes, music, voiceovers, and art,” he notes. .
Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.
Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To The concept for Unstoppable, where office workers are infected by a mysterious gas, followed after discussions with Lead Game Designer Cho Si-wook. “We Unstoppable is available now on Steam.
In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. Let’s say Sword Art Online did release today using current VR technology. Cutscenes in an MMO? Minus, of course, the “death game” element.
The massing was inspired by this "Forgotten Temple" conceptart by Jonas Ellermann (above). The monster closet approach is less work, Though in the late 1990s, gamers started deriding Doom's monster closets as unrealistic and "un-immersive", reaching a fever pitch when Doom 3 had the audacity to pair monster closets with cutscenes.
In the world of video games, few people have played as large of a role in progressing video games as an art form as Hideo Kojima. The first product of this independence was 2019s Death Stranding , which departed heavily from the conventions of the Metal Gear Solid series and explored innovative new gameplay concepts in a new setting.
I don’t really care about words, though, as long as we all agree on the concepts. A big part of being a creator – at least, a creator who wants their art to connect with other people – is to meet people where they are. The two games I’m working on now for KBGames are Castle of the Secret Arts , and Spellstorm.
The state of the art has moved on so far that it’s hard to convey how important the idea of “let’s make these behaviors generic” was. Not that I coined them, of course; the concepts were very much in the air. Cooking in Sword Art Online is just one example of the way fiction assumes simulationism in depictions of online worlds.
This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. Finally I think a lot of why we’ve moved away from secrets has to do with thinking of games as products as opposed to art. It also is kind of hard to do, practically, in tabletop games (although it is possible !).
This is a huge one, and arguably it’s important to many kinds of games, and other forms of art as well. Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). Sense of wonder.
By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. Game art has undergone a seismic transformation over the past decade, driven by technological advancements, evolving player expectations, and a rapidly growing industry.
The concept of the metaverse, despite its recent negative connotations, still carries much potential. With the initial pitch concept “Guardians of the Galaxy meets Mad Max Fury,” the team sought to leverage existing game assets to develop the show. Don’t even think about art, man.
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