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5s thank you everyone for joining us at
7s this event it is a true honor to have
9s such amazing players in
12s community in this special event I would
14s like to take you all back in time and
16s share all the explorations we have done
18s before the game finally look um you know
21s to took its form as as what we know
23s today as
24s Sky it blows my mind to realize how far
27s Sky Has Come and how many of our dreams
30s have actually come
31s true it has been quite a journey full of
35s hopes and wonders some struggles of
36s course but uh result was
39s miraculous Inspirations uh led to many
42s many ideas I have collected so many
45s ideas that they may seem random and
47s overwhelming but I hope uh these
49s evolutions of ideas is entertaining and
51s worth your watch um so yeah let's get
54s started so in the
56s beginning we can't start without
58s mentioning this game um it is called
61s cloud and it's a game made by our
64s creative director Jova chain when he was
66s in school the game is about a sick child
69s on a hospital bed dreaming about flying
72s Beyond clouds you don't fight or compete
75s uh this emotional experience uh inspired
78s so many people and showed how games
80s could have a wider range of emotions
83s this game is why that game company has
85s formed and this is the origin of the
87s kind of the game we are making today
89s another important work to mention is the
92s uh giant by the artist NC Wyatt this
95s work which is said to have been imagined
98s with uh thoughts of a deceased student
100s and his own children beautifully
103s expresses the fascination and Grandeur
105s of the world that's seen Through The
107s Eyes of
109s children with those two works as
111s inspiration we wanted to make a game
113s that captures that emotion an emotion of
116s returning to Childhood and uh Adventure
119s into the world Through The Eyes of child
122s this work was done by key Jang also
124s known as
126s Jackie and this was about the time when
128s I joined the team um when I joined the
131s team uh the game actually looked like
133s this
135s here so my job was to first uh imagine
138s what the game and the world could look
140s like so I started um by uh imagining how
144s the game would
146s start a tiny and nameless Island
149s surrounded by big s
152s clouds I tried to put myself into the
154s world and imagine the situation A
157s Familiar nostalgic world where big
160s cumulous cloud awaits you ahead I knew
163s this is a game about flying uh but I
165s wanted to push on the nostalgic feel
168s first and imagine the uh the flight to
170s be more like a
172s dream I started with sketches uh
175s literally dreaming about situations that
177s evoked Nostalgia and and the uh pleasure
181s of
182s flying this is artw workk by tomz which
185s captures one of our early concept
187s concept of jck Theos of nostalgia and
191s wonder at this time we were exploring
193s the idea of making a familiar modern
196s world to have you fly over like uh
198s Soaring Over the California if you if
201s you have taken that ride before it's
203s pretty cool we made many prototypes
205s about this uh but still weren't able to
208s capture the essence of the experience
210s with were
211s after so uh yeah let me step back one
213s moment to talk about the year I joined
216s the team uh this is a story of 2012 and
220s this was the year when Journey was
222s released the game was received so well
225s and we heard so many voices asking us to
228s make this experience available to more
230s people Journey was about connecting a
233s player with another player and people
235s really felt the human to human
237s connection and we learned that the
239s people wanted more of this so the next
242s game we really wanted to enhance this
244s experience and make more people
246s connect so with that in mind considering
250s the connection uh the third inspiration
252s for the game we we came up was uh the
255s overview effect the overview effect
258s describes a cognitive transformation
261s observed in some astronauts when um they
263s gaze upon Earth from space this a
267s inspiring sight against the vastness of
270s the the cosmos triggered the intense
272s emotions fostering a profound
274s appreciation for our plan uh planet's uh
276s fragility and a deep connection to
278s humanity as a
280s whole these are concept sketches done by
283s aoba and Jackie Imagining the moment
286s when your players feel the connection to
290s humanity and this concept made us
292s realize that the core of our game is a
294s connection human to human
297s connection for me personally this get
300s helped me with a significant
301s breakthrough in understanding the core
303s of the game it is not the amazing
305s landscape or um dreamlike scenario but
309s what comes centered in our experience is
311s the connection with the other
314s players then the question is uh what
316s kind of world would help serve a stage
319s to tell a story about
321s connection what is connection to begin
324s with you know how do we visualize them
326s and how do we tell the
328s story we knew we wanted to Fly Above
331s clouds and eventually reach the
333s atmosphere for the overview
335s effect then we uh try to imagine what
338s things would make such Journey uh these
340s are all work artworks done by Evan
344s Vieira then we came to realize um water
347s particles have uh this similar cycle
351s they are on ground but evaporates and
353s then they they fly up into Sky then
355s becomes clouds and then fall back onto
358s the ground uh we found this very very
360s intriguing and and we tried to apply
362s this into a story uh it's a story of a
365s cycle a cycle of particles um all
368s heading towards the storm to be purified
371s and then to be reborn
376s again with those particle story in mind
379s we then tried again to reimagine the
381s world um the look of the world and that
384s they travel through try to imagine a
386s world above clouds maybe these particles
389s are physical form of U people's dreams
393s and memories you know when they travel
395s through clouds uh maybe clouds uh
397s reflect those memories and make that
400s into physical
402s forms I have uh personally been
405s fascinated by clouds and have observed
407s many many clouds um staring at clouds
410s and imagining shapes on them was my
412s second nature so it was pretty fun time
415s to sketch out clouds shaping them like a
418s piece of clay um tried many many
422s iterations um trying to get get a sense
424s of a world from
426s them but then soon I realized that a
431s world made entirely by clouds uh makes
433s the world a little unrelatable we live
436s on grounds and things on grounds give us
439s way more context to play with but the
441s Dilemma was that we wanted to make a
443s game about flight in sky so I thought
446s you know why not bring the the ground
448s itself up into the sky
450s so I tried thinking about a ground that
453s floats but my issue here was that I
455s tried too hard making the these terrains
458s to look uh exotic and this was still not
461s very
462s relatable so then I went back and onto
464s the ground again uh going back to to my
467s origin and imagine how I would start the
469s game what is it that makes you feel like
472s you want to fly and how can you make
474s make a scene that you know evokes this
477s emotion of uh longing for flight
480s and there's something to this concept on
482s aisle beginning a call to Adventure uh
485s we have iterated on this first level of
487s the game uh the most but it's
489s interesting to see how uh the concept of
492s an island at the first level stayed true
494s until the
495s end I'll be honest uh we have been
498s hitting a wall uh we couldn't really
500s figure out uh a world that was fun to be
502s around um we needed things to do which
505s brought us to our next Focus which is
507s creatures they are the residents of this
510s world they're the ones that that gives
512s life into the
515s world so what are the things that live
517s in this imaginary world what are their
520s function and how do they serve you in
522s the uh
524s experience I tried to imagine situations
527s of the encounter of these
529s creatures um First Imagine Birds but
532s birds in sky is not not very uh fresh uh
536s that's not a New Concept uh we did want
539s to present A New Concept new idea we
542s also didn't want our flight to look like
544s it takes some effort uh we wanted to
547s preserve the elegant dreamy quality in
549s the the way things fly in our game then
552s we eventually found aquatic animals uh
554s how they swam was uh pretty elegant and
558s it was fitting for our game to contrast
561s the helpful creatures uh that are
563s elegant and swimming we also wanted to
565s introduce antagonistic
568s creatures and this you know know uh you
570s you could you could see some origin for
573s some of the dark creatures we we have in
575s the game today now that we are starting
578s to fill the world with creatures we then
580s try to imagine if there has been any uh
583s people in this
584s world uh like showing this beautiful
587s concept done by Tiffany Hayashi or also
589s known as Purple almond uh it would also
592s add much depth in the world you know to
595s have a history
597s behind civilization would also will
600s bring possibilities to introduce puzzles
602s to the game it was really fun imagining
604s you know pieces of puzzles you know made
607s with
608s ruins so we brainstormed uh who are
611s these people and what do they do we
613s tried to imagine civilization that could
615s exist in a Cloudscape do they live in
619s caves what are the materials uh they
621s have to build their
623s homes where do they get these materials
626s what's the surrounding
628s biome because creatures are aquatic
631s maybe the landscape should also be
633s inspired by aquatic
635s things uh is this completely madeup
638s exotic
639s World um one of the efforts in trying to
642s bring the connection concept of
644s connection back to the core uh we tried
646s to imagine the world connected by a
649s giant tree these are some sketches uh
651s done under this concept also because of
655s the Aquatic reference we also have
657s thought about a world sunken under water
661s uh this was a very interesting concept
662s for me personally but felt like it took
665s the tension away from the
668s sky we did wonder if we should make
671s these people still alive in the world or
673s have them perished uh ruins underwater
676s did make us realize that we prefer the
679s civilization to be gone we like the
682s Poetry of uh players to uncover the
684s mystery through their own experience and
686s rather than have them you know talk to
688s an NPC and you know have the NPC talk
691s and describe what happened having these
694s people gone already also brings the
696s opportunity to introduce antagonist to
698s the story whatever that destroyed the
700s civilization could be the challenge uh
702s for the players uh as well in this
705s concept you can see some uh dark shards
708s uh penetrating through these ruins and
711s uh you could see some hint of uh yeah
714s how we how we've done uh the darkness in
716s in our game today
719s eventually the world is starting to show
721s its form to us um things are starting to
724s come together uh terrains poking out of
727s clouds like Islands surrounded by
729s creatures gracefully swimming in the air
733s and ruining uh ruins are waiting for the
735s players to uncover their mystery now
738s that we are finding the general
740s structure of the world we then uh dove
742s into figuring out what the story of
744s these people are um what are these
747s people to begin with why they live in
750s clouds and how did they live and why did
752s they
753s die uh that's a quite an overwhelming
756s question so I again went back to the
758s sketch Sketchbook and trying to imagine
760s you know being a player what is it what
763s does it feel like to meet these
765s people uh people clouds what's their uh
768s life
769s like then I try to remember our
772s inspiration original inspiration um why
775s was NC yth giant was such striking uh
778s image
780s for me it was because it made me
782s remember the perspective of a child uh
784s when the world felt bigger than me and
787s it was uh filled with
789s Mysteries so I went back to uh uh the
792s sketch and tried to imagine a giant in
794s clouds witnessing a giant in clouds
796s appearing and you know trying to imagine
799s what would it what would I see if I
800s followed that
802s giant this imagination uh sparked many
805s many ideas for me uh as a child I found
808s many of the the things adults did felt
811s mysterious and ritualistic so I simply
813s tried to reimagine and trans translate
815s it where I saw uh adults did into this
818s weird Cloud people doing their jobs that
820s I didn't understand thinking about Jobs
823s made me uh bring back the idea of um
826s particles in cycle what if these Cloud
829s people had a job to make these uh
831s particles move around you know to to
833s circulate those particles uh we used to
835s call them as modes internally back then
839s uh they harvested them collected them
841s and shipped them to have them cleansed
843s and by the storm and to to have them
845s reborn perhaps they were part of the
848s cycle but um because they are gone now
850s it is now players job to take these
853s modes and and put them in back into the
854s cycle
856s maybe the idea of harvesting and
858s collecting modes gave us new uh
861s understanding about these people maybe
863s things they collect are precious and
865s they were obsessed by it much like how
868s humans are obsessed with our resources
871s there may have been uh rituals and
872s Technologies built around
875s them um I will touch upon this later but
877s around this time we have also
879s established um a theme another theme
881s which is a time of day uh it's an
884s overarching theme to to help uh tell the
887s story and we knew we wanted to start the
890s game on an island before starting the
891s journey into the sky and with the help
894s of a time of day theme uh we overlaid uh
897s the concept of dawn uh uh as additional
900s theme I tried to imagine a dock uh that
903s these people built to carry things into
905s the sky uh and then I tried to imagine
907s being a player arriving here what does
910s it feel like what does it look
913s like leaving the island entering the
915s cloud World um and uh the time of day
919s has progressed and into a
922s daytime and then the time of day
924s continues to progress through the
925s Journey imagining how the ruins would
928s change what uh look
930s different by then we have learned uh
932s quite a bit about uh these people and
934s and the flow we're starting to get the
936s feel for it and we're now diving into
939s figuring out what really happened to
941s these people what's the the
944s history uh one disclaimer is that uh
947s these these things I'm I'm showing and
949s these are ideas that led to what it is
952s sky today and it's not the official lore
954s of the sky this is a preliminary ideas
957s just so you know uh people needed these
960s resources to survive but the nature also
963s needs them uh to sustain the cycle of
967s life with the resources uh eventually
970s people develops technology and gains
973s power and they
975s Prosper but the conflict with nature uh
980s escalates and eventually there was a war
983s and incurred the heavy
987s sacrifice you might recognize some s
989s similarity in uh what we see what you
992s see here in the sketch with what what we
994s see in the game um this concept
996s certainly became a base for what it is
998s know as a golden Wasteland
1000s today there was also a concept of an
1003s oracle who uh predicted this war who
1006s then prepared an evacuation plan for
1008s their people players were never meant to
1011s uh to see this uh in full glimps but uh
1014s I was hoping to to leave some hints
1016s behind about this gigantic ship that
1019s they built to evacuate their people uh
1022s like Noah's Arc and Contin to brainstorm
1025s many ideas um mainly trying to imagine a
1028s story that that made sense for players
1031s to take a leap Into the Storm I do want
1034s to preserve the mystery of what we
1036s decided for the final story of the game
1038s so I will not go into too much detail
1040s here but I'm just sharing some more
1043s brainstorm sketches about um yeah the
1046s ancestral history and then uh you might
1049s have recognized some similarities in the
1051s characters shown in the these
1053s preliminary sketches um with the the
1057s spirits in the game and Elders in the
1059s game let me talk a little more about the
1061s exploration that led to led to the
1064s design of our elders we are talking
1066s about stories now but uh don't forget
1069s that we are making a game it's an
1072s experience uh characters we introduce in
1074s the game has to have a significance in
1076s the uh players's experience prototyped
1078s in the game uh we came to realize that
1080s we needed a strong beat after each major
1084s sections of the the game like how we
1086s fight bosses at the end of the
1089s levels so the original idea of our
1092s so-called quote unquote boss was some
1094s sort of Guardians um that presented
1097s challenges to the players before they
1099s could move on to the next uh Next Level
1102s we concepted different ideas about a
1104s character that could provide a
1105s interesting gameplay uh along with an
1108s evocative story
1110s we knew that we needed multiple of these
1112s Guardians ac across the game and I
1115s wanted to give them different
1116s characteristic to to each I was looking
1119s at different myths and stories about
1121s gods and Guardians and learned that that
1123s we often use animals as a way to
1125s represent different characteristics of a
1128s unique Gods so I also tried to find uh
1131s various animals creatures that
1133s represented the emotion of each of the
1135s levels and tried to convert them into
1137s different characters design in different
1139s animals is fun but it's also very costly
1143s to to do so I had to uh imagine another
1146s version where animals are more of a
1148s symbolism uh that was left in statues
1151s but the character themselves are more of
1153s a spirits that appeared in in U more of
1156s a human form and human
1158s scale this sparked some inspiration for
1161s imagining figures that are uh cursed um
1165s each presents a challenge to the player
1167s and their characteristics was
1169s represented by a missing body parts not
1172s sure if you can recognize but these are
1175s uh what eventually becomes Elders of the
1177s aisle and Elder of
1179s prairie here are ideas for Guardians for
1181s rain and sunset eventually becomes Elder
1184s of forest and Elders of
1187s Valley having all these characters also
1190s helped spark an idea of unifying them as
1192s a group this concept made me imagine
1195s them as a royal family of some sort and
1198s uh they um used to be together but now
1201s they are separate and the the mystery is
1203s to be discovered by players royal family
1206s made us think that we need a king uh
1210s which would make sense to appear at the
1211s end Distributing them across the game
1214s and breaking them into level helped us
1216s organize the flow and the story of the
1218s game uh some more ideation in 3D
1221s prototypes you can see how they evolve
1224s and progress into what we know of them
1226s today again a disclaimer that the story
1228s behind these characters I'm sharing here
1230s are preliminary ones and I'm not
1233s explaining the official lore of the game
1235s so now that we have a structure of the
1237s world creatures characters and uh the
1240s quote unquote bosses um it is time to
1242s assemble them together into one game we
1245s did determine that we wanted to base our
1248s flow on the theme of the time of day we
1251s Associated different emotions across six
1254s different times as are Dawn day rain
1257s Sunset Dusk and night and Associated
1261s colors and shape languages to
1264s each we then applied an emotional curve
1267s inspired by a hero's journey uh and
1270s design a flow for the experience
1272s Associated by levels and characters at
1274s each stage we then put everything
1277s together to test the flow of the game a
1279s story of a player waking up on an island
1283s finding ways into the sky uncovering
1285s Mysteries of the Lost Civilization and
1287s then eventually ascending into a space
1290s for an overview effect you might think
1293s we have figured out pretty much
1295s everything at this point but that's not
1296s true that was in the detail um I will
1299s share only some of the different
1301s irations we have made uh on each of
1303s these uh levels da um we knew it would
1307s start on on the island but there was
1309s still some idea of mixing a mirage of
1312s the modern world make this initial level
1314s uh give a strong uh uh sense of
1317s threshold uh we played with the idea of
1320s leaving our world to enter the uh the
1322s realm
1323s Sky more ideation of the aisle um we had
1328s versions where you rode a boat to enter
1330s the Sky Realm uh the concept of the boat
1333s was uh debated until pretty yeah late in
1336s the face the shapes of the clouds at
1338s this level was also iterated a lot giant
1341s wall of clouds to to fly over or a hole
1344s in the clouds to penetrate through this
1347s level um has has been you know by far
1350s the most iterated level we have explored
1353s so many ways to lead up into the
1356s sky next up is Prairie uh we used to
1359s call these Realms by the uh time of day
1361s until until until pretty late many of us
1365s including myself uh still reference
1367s these Levels by the uh time of day these
1370s concepts by uh Tom helped us determine
1372s the color of the terrain in the sky uh
1375s we wanted to reference biomes from uh
1378s high altitude
1380s uh here concept of bird nest this is
1382s pretty close to what we see in our game
1384s today in Prairie uh we have settle on uh
1388s round and soft shaped language uh
1390s because of the uh the secondary layered
1393s um theme of uh a human life this is the
1397s second stage after the birth uh it's the
1399s childhood stage so we wanted everything
1401s to be round and soft uh pretty close to
1404s what we know of Prairie today uh but at
1407s one point we wanted players to go
1409s through a cave before coming out to see
1411s the Blue Sky to contrast the the open
1414s vast feel of the sky you can see here in
1416s the the sketches um some preliminary
1419s versions of the uh the gates that led to
1422s different levels or um shrines that that
1425s helped you um change uh dresses you you
1429s wear and then uh Forest we need an
1431s emotional curb that dips down a bit so
1434s we we added a rain as a as another time
1438s of day
1440s rain was another tricky level uh this
1442s was probably the most iterated level
1444s after Dawn uh we tried Enchanted Forest
1448s fi um we also tried this level to be um
1453s to have an elder who seduces you uh we
1456s also tried to make this level like
1458s Puzzles uh or mazes trying to to
1461s visualize complexity of the uh the
1463s adolescence as you know the U human life
1467s theme this is the third level after
1470s childhood you became adolescent um
1472s there's a mix mixed emotion this is a um
1476s time of the the life where your emotion
1478s is really
1479s complicated so we tried to also
1481s represent that
1484s visually uh another important aspect of
1486s this level was a introduction of
1489s industrialization uh the third layer of
1491s the story was um civilization story of
1494s the civilization so after the
1496s civilization has lived in harmony with
1499s nature they start uh the
1501s industrialization uh early concept of
1503s the temple shows that the dark stone
1505s penetrating through the building and the
1508s interior of the temple was also looking
1510s very different after the rain and sunset
1513s uh emotion raises to a peak uh we wanted
1516s the game play to be more Dynamic here
1518s most dynamic it represents the peak of
1521s your life when everything is
1523s exciting um this concept by Tom really
1526s captured the emotion we wanted for this
1528s l the peak of mountains penetrating
1530s through the clouds also became base for
1532s our starting area of the valley of
1535s Triumph civilization was also at its
1537s peak so this was meant to be most
1540s decorative and rich in materials many of
1542s the concepts here uh became the base for
1545s the key areas in this L can you
1547s recognize
1549s them after a peak there's a fall uh dusk
1553s was aligned with the midlife crisis for
1555s the human life theme or the
1557s postapocalyptic theme of time for the
1559s civilization
1561s theme um shaty and Kang jumped in at
1565s this time of the production and helped
1567s us polish some of the ideas for this
1570s level um this was the time when we tried
1572s to expand uh each Realms to have a
1575s various sublevels uh temple in the
1578s golden Wasteland exterior is pretty
1580s close to what we see today but the
1582s interior um became a lot more a lot
1585s different Knight is a vault of knowledge
1589s uh visual inspiration of this realm was
1591s a library and the uh ethereal dream
1594s following the Arc of the civilization uh
1597s this is supposed to be most advanced but
1599s we didn't want to make this to feel too
1602s technological instead we wanted uh the
1604s whole experience to feel more like a
1606s dream or magic so uh Jackie did this
1609s concept to capture the dreamlike quality
1611s of the
1613s realm um some early concept of the
1616s shelves uh in the uh the quote unquote
1619s book books uh we designed a lantern to
1622s be the device that recorded memories uh
1625s concept done by
1626s Tom and the early prototype of the the
1629s end of this realm was more like a
1632s planetarium a place where you meet the
1634s Oracle to hear about the history and to
1637s hear about the uh your own destination
1639s of the
1640s player storm is the final realm uh this
1644s is the moment of death and we wanted to
1646s visualize the lowest low moments of the
1648s game
1649s at one point we were uh considering that
1651s the storm realm is a black and
1653s white uh Tom captured the feeling of
1656s what it could feel like to be in in the
1659s in the midst of a storm um and then try
1662s to approach the eye of
1664s storm then uh Kang help added uh one
1668s color uh red into this visual to further
1670s enhance the emotion of this
1673s realm at the eye of storm uh there's a
1676s hint of what actually happened in the
1678s past uh Trevor stranger concepted the
1682s the moment before the
1683s cataclysm and uh Tom painted a version
1686s of our representation of
1689s Darkness after the death in storm you
1691s now shoot up into the space this is a
1694s moment of rebirth the overview effect we
1696s wanted to have from the very beginning
1698s of the project for a while we were going
1701s after the uh idea of the uh representing
1704s the unity of people by a super organism
1707s we called as a mega
1709s bird uh here's K's emotional capture of
1712s the moment when everything is coming
1716s together and the evolution of the mega
1718s bird uh if you remember the original
1720s sketch uh done by
1722s janova um we have come far but I think
1726s it's nice to see the original idea kind
1728s of stuck
1730s around in the end we emphasized more on
1733s the idea of the stars and constellations
1735s so our Mega bird became more of a mega
1737s constellation
1740s uh because there are too many layers of
1742s uh different problems we were we were
1744s solving to consolidate into one
1747s experience um I am abbreviating a whole
1749s lot of the process that we went through
1752s but I hope you were able to watch how
1754s ideas uh were were created and morphed
1758s and evolved into what comes sky
1763s today uh and then yeah finally a game
1765s was
1766s released um I was only a bble to show
1769s only some of the 2D Concepts but making
1771s of this game really involved the high
1773s level concepts of Storytelling game
1776s designs engineering 3D modeling sound
1779s effects and music uh literally
1781s everything had to come together to form
1783s this uh special
1784s game a spark of inspiration initiated
1788s this
1788s project we played and iterated on so
1791s many ideas it was fun to iterate but uh
1795s sometimes became overwhelming
1799s after each failures we stood up and uh
1802s yeah we never gave up we we kept on
1804s going there were times we felt like uh
1806s we really lost our Direction but we
1810s continued I was really not sure if this
1812s game would do well but kept on going
1815s believing that there's there's something
1816s at the core in this game that is worth
1818s sharing with the world and then we broke
1821s through released the
1824s game um so many rough edges and
1826s unpolished details but the game was uh
1829s you know released and then in the end
1831s received by millions of
1833s people today the game is still alive and
1836s with the support of all the players
1838s including yourself um it is growing and
1840s evolving even more this is the end of my
1843s presentation but I truly believe that
1845s the making of sky was kind of a miracle
1848s I hope seeing the birth and the
1850s evolution of the game was interesting to
1852s you um I am grateful to say that sky is
1855s much alive still uh and continuing to
1858s change
1858s and I am looking forward to witness how
1861s it's going to evolve more through the
1863s many many years to come thank you