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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 |