So, roofs are for the people (life) and streets are for the infected (dead). Since it’s a game with parkour the player, as the protagonist Aiden, traverses mostly on the rooftops, while the infected roam mostly on the streets. We tried to find what it could mean for a city. The night is for the infected and those represent death, something lost and old. The day is for the people, so it represents life – something thriving, something new. But we took it a bit further and built on top of that. So, the contrast between day and night (light and darkness) was crucial. "Dying Light", aside from all the other meanings, for the game means basically the moment when the day turns into the night. To me, the most interesting is the last one, because it derives directly from the title. Art direction is built on top of several pillars, like modern dark ages, broken world, hope, and contrasts. It was actually an adventure to explore that subject and see for ourselves what could happen to a world, to an urban environment if left for so many years in the world of Dying Light. One of our objectives was to develop what we’ve done in the first game, to go further. We had a lot of things to figure out in order to depict a city that has been lost, not for 3 months ago (line in the previous game) but about 20 years prior. When developing the first game we already knew what potential there is, if we’d push it a bit further. Katarzyna Tarnacka-Polito: When it comes to art direction we knew we needed to expand upon Dying Light 1 quite a bit. How did the world of the first part help or interfere with creating the one in a sequel? What were your objectives and what has changed since you were working on the original game? architecture.Ĩ0.lv: Let’s talk about the art direction. By dividing our artists into teams, we use their strengths, talents, interests, and knowledge, e.g. The assignment to one or another team is usually determined not only by the individual predispositions/skills of a given person but also by his/her workload. ![]() ![]() These temporary teams can operate for many months, during which the composition of the team itself may change as needed. However, when working on specific locations or even groups of assets, members of individual domain teams form temporary interdisciplinary teams. Katarzyna Tarnacka-Polito: Our teams are divided by domain: Concept Art, 3D Enviro, Level Design, Level Art, Tech Art. ![]() But we also cooperated with a lot of freelancers. At Techland, we have over 30 artists who worked directly on Dying Light 2 Stay Human. Maciej Jamrozik: It is hard to count how many artists are currently working on the project. 80.lv: How many artists are currently working on the Dying Light 2 project? How is your team organized? How do different departments work with each other? Could you share some details on your team dynamics?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |