00:00Peggy 16
00:22So with Tyranny we wanted to go with a more stylized view
00:25for our characters and environments
00:27It sort of has a nostalgic element
00:29It also has an element of the new as well
00:34So our environment artists
00:36They really push themselves to build some really unique environments
00:38that you've never seen before
00:39We wanted to create a world where you could see the history and the age
00:43in every scene and every piece of armor
00:45You have to showcase that evil has won
00:47So there's destruction, there's chaos, not happy colors
00:50We wanted to take the environments
00:52and still make them a place you really want to explore
00:55It's war-torn and oppressed
00:57But with the art style we tried to create a little bit of levity with that
01:00It makes it feel like a place where people driven by real human intent and emotions could actually live
01:10There are lots of characters
01:12There's all the companions
01:14All the archons
01:15The disfavored
01:16The innocent bystanders
01:17The armies
01:17And I try to make each one of those its own special character
01:20I would love to say that I art directed that
01:22But this is one of those moments where you allow an artist to be creative
01:25And they give you something back that's more than expected
01:28Look at that dude
01:30Art works pretty closely with the narrative team
01:33They would allow us a lot of room to expand the characters in our own way
01:37And tell like a lot about a person from just a glimmer behind their eyes
01:41And so that's the thing I really try to go after first
01:48I would talk to narrative and be like what is the back story of this guy?
01:52What made him who he is today?
01:53We get a description like for Siren who's a 16 year old opera singer
01:58And we'd google like opera singer
02:00And we're like no not that one that's not right
02:02If we can't find any reference
02:04We would then act out the reference
02:06We have tons of swords and tons of shields
02:08The most interesting human to get to move in our game would be the Beastmen
02:12Because they're just so unique
02:13I bought like a pair of holt gloves
02:15Put those suckers on and started running around the office or running around outside
02:19We made quite a scene
02:20The reason why we didn't use mocap is because it would just look too uncanny for the world that we're
02:25in
02:25So for us because everything was so stylized we could hit stronger poses
02:28And just push reality more than we would through motion capture
02:32I don't want to create generic characters
02:34I want to make these characters feel unique to each other
02:40What I'm most interested in when I'm writing the music for a score
02:44Is the people that live in this world that inhabit this world
02:46Because that's really what gives it its humanity
02:49The game had the potential to sort of veer into very heavy territory
02:52And we wanted to avoid that with the music wherever possible
02:54So it's sort of this cognitive dissonance where we've created music that by itself can be considered beautiful
03:04And it's juxtaposed with this pretty evil guy, you know, or girl
03:08That was really important because we don't want the player to necessarily feel overburdened by all these very heavy decisions
03:14We wanted them to feel like they could play this game for hours on end
03:21When I look at Tyranny, the things that I really love about it, I love the art style
03:25I think it's very different from what we've made before
03:27It's a pretty vast world
03:29We wanted to have a little more fun with shape, with skill
03:31There's a lot of really interesting ingredients in the narrative and in the visual look of the world
03:35So you should feel either at home if you're an evil character
03:38And you should feel kind of out of your place if you're a person fighting for good
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