- 4 ore fa
Video tratto dalla demo di Concrete Genie portata alla PlayStation Experience 2017.
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00:00.
00:03Welcome back to PlayStation Experience 2017.
00:06It is my great pleasure to be here with Dominic and Jeff
00:09from Pixel Opus to talk about Concrete Genie.
00:12Hey Justin, how are you doing?
00:13It's great to be here with you guys.
00:14And Meredith, thank you so much for playing co-host on this one.
00:18I have to.
00:19I saw this game last night when we did the little presentation.
00:21You guys had to sit down with Greg and it just looks so gorgeous.
00:25Thank you.
00:26Yeah, the game looks really incredible.
00:27It's so great to finally have it out there.
00:29Obviously you guys did Entwined a while ago.
00:32You've been kind of toiling away at Concrete Genie in the shadows
00:35of the SIEA campus for the last couple of years.
00:38Last few years?
00:40Yeah.
00:40We are coming up on three years from this.
00:43So it's been a substantial investment.
00:46Yeah.
00:47Well, the game looks absolutely gorgeous.
00:49We actually have some gameplay footage here that we can take a look at.
00:52You guys actually just showed off some gameplay last night.
00:55Yeah.
00:55We announced the game in Paris, which was super exciting.
00:59You were there.
01:00And one of the questions that we got asked a lot was,
01:03so how does the painting actually work?
01:05And we thought that PSX would be a great place to debut the painting live for the first time.
01:10And so Jing, our designer, is over there painting away.
01:13Oh, great.
01:14And what we wanted to kind of show and emphasize is how easy it is to make something beautiful in
01:19the game.
01:19And one of our most important player fancies is making anybody feel like they could be an artist.
01:24And so we use the motion controller in the DualShock 4, which is a really accessible and intuitive way to
01:30do it,
01:30to guide that cursor around.
01:31And then we take the marks and the strokes that you leave in the world and grow them into something
01:35beautiful.
01:37And there's a whole selection of brushes that you find as you play through the game.
01:40And each of them behaves a little bit differently.
01:43And there's a lot of nuance to them, but they're really easy to use.
01:46So we try and give them a lot of depth for you to discover over time.
01:50Oh, yeah.
01:51Well, I will be the true test of how accessible this mechanic is because I cannot draw to save my
01:56life.
01:57Me neither.
01:57I couldn't draw my way out of a paper bag.
01:59So we'll see.
02:00I'm really looking forward to getting my hands on it for myself.
02:03I just love the idea that you're actually using the controller.
02:06It's not like you're moving sticks.
02:07I think that does make it more accessible to people because it's such an organic thing to do.
02:11You're like, oh, I want the branch to go this way.
02:13You know when you were a little kid and you would play video games for the first time,
02:15and every time you wanted to jump you would do this with it?
02:17Or maybe that was just me.
02:18I don't know.
02:19But I feel like that's such an intuitive thing where you're like, I want the branches to grow this way.
02:22That's really an idea.
02:24We very much wanted them to feel like they're animated and like they're coming alive,
02:28so each stroke has life rather than they're very much not stickers but animated strokes.
02:35How many different prototypes of this mechanic did you guys go through before you landed on this iteration?
02:41Oh, that's a good question.
02:43We've had three major goes at the painting mechanics,
02:47and it wasn't until we hit on this one that gave you just the right amount of freedom
02:53and then we add a lot of assistance over the top of it that we hit that kind of perfect
02:56spot of making something beautiful,
02:59but you still feel like you did it.
03:00And that's a really important part of making you care about it and invest in it.
03:04But yeah, this is our third run at those mechanics.
03:07Oh, wow.
03:07And I'd say one of the other big breakthroughs that kind of made it all fall into place was making
03:11sure that you could paint anywhere in the world.
03:14And the interesting thing then is that everybody's version of this game will look completely different.
03:19Wow. So everything we're seeing here, this was a blank wall when we started this thing, right?
03:23Yeah.
03:24That's impressive.
03:24I just love the idea that we're taking, if you look at this landscape, it's like almost looks like this
03:28like grungy, like old London,
03:31you know, like we're at the turn of the century, everything's really gray and gritty, and we're adding all this
03:35beautiful color
03:36and taking something that's like so dark and almost scary looking and turning it into something gorgeous.
03:42Yeah, we actually had multiple iterations on the world as well.
03:46And we knew that the environment needed to have a certain look that would be a good backdrop for that.
03:52So the color really pops, but you feel the sense of satisfaction and making it look bright and colorful.
03:56But that being said, the world itself still has this kind of eerie, mysterious, you know, beautiful vibe that makes
04:01you want to explore it in its own way as well.
04:04Yeah, we wanted the world to feel very, very handcrafted.
04:07So there's a lot of attention to detail.
04:09So it was important to get just the right size for the city so that the team could go in
04:13there and really make sure that it was the right quality.
04:17So, yeah, I love the creative aspect of this and I'm completely sold on it.
04:22But what makes this a game? What's your gameplay loop?
04:26What's it feel like when you actually settle down to start playing it?
04:29Good question. So this is just one small part of it.
04:32It's a key mechanic in the game, but it really is a fully featured third-person action adventure game.
04:38And one of the most important themes in the game is bullying.
04:41And so that obviously lives in the gameplay too.
04:44And there's a bunch of kids in the neighborhood that are kind of giving Ash a hard time.
04:47And so they exist in the world as AI.
04:49And they put pressure on you and chase you around while you're trying to paint and make the place beautiful.
04:54And then another really important part of the gameplay loop is the creatures that you make.
04:58And there's puzzles in the world that kind of block your progress.
05:02And you have to make creatures that have different abilities to help you solve these puzzles.
05:07And so how you paint them affects their personality.
05:09And then the colors that you pick give them different abilities as well.
05:13So if I paint a red creature with a red body, he has fire abilities.
05:17Or if I paint one with a yellow body, they have electricity as their kind of superpower.
05:22And then you kind of collaborate with the creatures and guide them around and solve puzzles together.
05:27Great.
05:27Now are there certain times where you have to do a specific picture on a specific wall to unlock something?
05:32Or are you really just freeform painting wherever you like?
05:36Good question.
05:38We used to be that specific.
05:40But now what we do is we let you...
05:42You do have to paint in certain specific places.
05:45There's some kind of magically resonant places where you have to do a certain painting.
05:50But how you paint it is still completely up to you.
05:53So we never judge your painting.
05:55We never say you're doing it wrong or that's not good enough.
05:58You might say that when I start playing.
06:00So you're fine.
06:01Like I said.
06:02Because we want to make sure that nobody feels like they can't experiment and have fun with it.
06:06So like this purple glow that we're seeing, is that one of those areas where you know you need to
06:10paint something there?
06:11That's actually one of our other themes in the game, which is the town is polluted.
06:15So one of the reasons that it's practically abandoned, this fishing village, is that there's been some kind of environmental
06:21disaster
06:21that killed all the wildlife locally and made people move away from the town.
06:26And Ash discovers that his magic paint can actually cleanse and clean that off.
06:31And so yeah, those are part of the gameplay loop too.
06:34So are there, internally when you guys are building the game, are there moments where someone will say,
06:39you have to see this thing that I just painted in the game. It came out great.
06:43Do you guys like share your creations with one another?
06:45That's exactly right. That is literally exactly what happens.
06:48Really?
06:49Because you don't know until you start painting with it how everyone's going to use it.
06:54Yeah.
06:55And you know, I can remember having reviews with Scott Rohde and Connie and Ken Nagaki.
07:01And one of the things that they love about games that require the player to kind of have some agency
07:05in what they create,
07:06is using things in unexpected ways.
07:08Yeah.
07:08And so we've made sure that you can use them however you want.
07:11So you might consider this a traditional use of the tree and the grass, but you can have the grass
07:16in the ceiling,
07:16you can have the plants hanging upside down, you can have ten moons in there or just one.
07:21And so yeah, it's a good opportunity to let people kind of run wild.
07:24And once we put those things into the build and we let the team play with it or other people
07:29on the floor at Sony,
07:30you never really know until you see people experimenting how it's going to turn out.
07:35And we've had people from other teams within Worldwide Studios come and do amazing kind of abstract compositions that never
07:40would have occurred to us.
07:41Yeah.
07:42But yeah, and they do it so quickly as well.
07:45Now do the monsters follow you around after you kind of like make them your friends and you make them
07:48come to life?
07:49That's right.
07:49They have their own AI as well, so they're kind of mischievous, quirky, and they have different personalities as well.
07:56But you can guide them as well.
07:57So you can hold your brush up and pull them around like Jing's doing right now and pull them around
08:01the environment and get them to go where you need to go.
08:04And they also interact with the paintings, which is really fun.
08:07So as you're painting your kind of landscape, it's like making a home for them really.
08:11And they'll play with the butterflies or blow the dandelions.
08:14Even how you paint them changes their animation.
08:17So if you paint a quadruped, paint them horizontally, they'll act more like a quadruped would.
08:22They'll howl at the moon and, you know, run a unique set of animation.
08:26So yeah, we basically look at whether you've done a more horizontal or a more vertical stroke for the body.
08:32And Jing's doing what will probably hopefully turn into a dog-like creature.
08:38Whatever it is, it looks cool.
08:40Yeah, they react to each other and to the world.
08:43Yeah.
08:43So there's a lot of unexpected things that happen when they run their AI.
08:48There we go.
08:50Got some new friends.
08:51Look at them.
08:57I love it.
08:59So you guys are a pretty small team.
09:01I think you mentioned 14 people?
09:03There's 14 core team members.
09:05And we have a couple of other interns and contractors at some given time depending on what stage we're at.
09:10That's incredible.
09:1114 people.
09:12It's amazing to see what a small team like you guys can do when you have so much heart, so
09:17much passion for what you're doing.
09:19And time as well.
09:20You know, I think it says an awful lot that we have the support from the company to spend this
09:25much time in getting something right.
09:27But yeah, I believe we're the smallest first party team globally in PlayStation.
09:32Well, you guys are somehow with the smallest team, you're making the game that I am probably most excited for.
09:40That's great to hear.
09:41And I love the shirts.
09:42I know you guys debuted those shirts last night.
09:44Yes.
09:44Did you get one yesterday?
09:45That was fun.
09:45There was a crowd as we were walking out.
09:47They were swarming all the tables.
09:49I'll have to get one.
09:50for you.
09:50Wonderful.
09:51It's really, really beautiful.
09:52I love the art design.
09:54Awesome.
09:54That was done by Lansing, our character illustrator.
09:57Yeah.
09:58So one other thing I wanted to touch on is the soundtrack.
10:01Because there was the reveal trailer, which had this beautiful song, which we actually revealed on PlayStation SoundCloud page.
10:07If you go there, you can listen to that track from the reveal trailer.
10:11It's beautiful.
10:12Who's working on the music?
10:13So we are really fortunate to be working with Sam Marshall again.
10:17And Sam was the composer that we worked with on Entwined.
10:21And it's quite a luxury for us being at the head office because we get to work with the sound
10:27department intimately from the very beginning of the game.
10:30And Sam this time is our audio director as well as our composer.
10:33And he's been with us right since the very beginning of the project.
10:37And it's great because you can have the music and the design influence each other.
10:41Sam's a fully contributing member to all of the brainstorms on team.
10:45And so it's just been wonderful.
10:46I mean, it's one of my favorite game soundtracks I've ever heard.
10:49Yeah.
10:50From what I've heard, it's just beautiful.
10:51They're using my favorite brush right now.
10:53It's the Aurora Borealis brush.
10:54That's my favorite too.
10:55I love that one.
10:56I love that it changes.
10:58It's got this beautiful variegated movement to it.
11:01All of the paint really does come to life on these flat gray brick buildings.
11:06Not just in the vibrancy of the colors, but in the actual movement of it all.
11:09Yeah.
11:10Really impressive.
11:11So, yeah.
11:12I think we're just about wrapped up here.
11:14But before we let you go, anything else you wanted to say to the fans?
11:18Thank you so much for the amazing response that we've had.
11:21It's been really overwhelming walking the floor, having people come up to us
11:24and say how excited they are about playing the game.
11:28And we can't wait to tell you more about it next year.
11:30There's so much more to show.
11:31And so in 2018, we're going to be focusing more on the action parts of the game
11:35as we lead up to release, yeah.
11:37Great.
11:37Well, Dominic, Jeff, Meredith, thank you all for taking the time here.
11:41And yeah, we'll hear more from you guys soon.
11:44That's Concrete Genie.
11:46We'll let you know about the game.
11:50Let's go.
11:51Grazie a tutti.
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