{"title":"证人的艺术","authors":"Orsi Spanyol","doi":"10.1145/2785585.2792530","DOIUrl":null,"url":null,"abstract":"A behind the scenes look at the art creation process for Jonathan Blow's The Witness. As an indie developer with a very different philosophy from most big studios, we will show you how a small art team focused on understanding the core essentials of the gameplay, and allowed the visual language to be an extension of it. We will go over the thought process used to create such a strong visual style and how we implemented it - working closely with architects and landscape designers throughout development.","PeriodicalId":127498,"journal":{"name":"SIGGRAPH 2015: Studio","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"The art of the witness\",\"authors\":\"Orsi Spanyol\",\"doi\":\"10.1145/2785585.2792530\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A behind the scenes look at the art creation process for Jonathan Blow's The Witness. As an indie developer with a very different philosophy from most big studios, we will show you how a small art team focused on understanding the core essentials of the gameplay, and allowed the visual language to be an extension of it. We will go over the thought process used to create such a strong visual style and how we implemented it - working closely with architects and landscape designers throughout development.\",\"PeriodicalId\":127498,\"journal\":{\"name\":\"SIGGRAPH 2015: Studio\",\"volume\":\"16 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH 2015: Studio\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2785585.2792530\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH 2015: Studio","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2785585.2792530","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
摘要
Jonathan Blow的《证人》的美术创作过程。作为一名拥有与大多数大型工作室截然不同理念的独立开发者,我们将向你展示一个小型美术团队如何专注于理解游戏玩法的核心要素,并将视觉语言作为其延伸。我们将回顾用于创建如此强烈的视觉风格的思维过程以及我们如何实现它-在整个开发过程中与建筑师和景观设计师密切合作。
A behind the scenes look at the art creation process for Jonathan Blow's The Witness. As an indie developer with a very different philosophy from most big studios, we will show you how a small art team focused on understanding the core essentials of the gameplay, and allowed the visual language to be an extension of it. We will go over the thought process used to create such a strong visual style and how we implemented it - working closely with architects and landscape designers throughout development.