00:00Peggy Seven
00:21From day one it's definitely been like sci-fi book covers
00:25The colourful worlds you see on the front of like Asimov or Clark
00:29So people like Chris Foss or John Harris those kind of artists that would create these kind of science fiction
00:34worlds
00:35That I you know I want to go there I want to explore that world
00:37That's kind of the visual the kind of vibe we're trying to get with No Man's Sky
00:44For the inspiration for the creatures is mostly just from like real life
00:47You know like I have a huge Pinterest board just full of creatures from you know the world glowing things
00:53and
00:54Tendrils and you know we kind of find different ways of using those and different creatures
01:01As you get close to the center things become a little bit more unsettling and things start to become unusual
01:08That's how we keep that sense of progression that you want to keep going to the next planet
01:13Because for me when I'm playing the game that's always what I'm doing I want to get to the next
01:16planet just to see
01:18You know what you know what what weird thing I'm going to see next
01:23The sci-fi of the 60s and 70s something like Chris Foss right
01:27His ships are always what I call bloated that they're sort of illogical when you look at them
01:33They could never have landed because they've got round bottoms and stuff like that
01:36We actually have to make it work
01:37So we're trying to take these ideas and these crazy vibrant colors
01:41And we're trying to make it into something that's real that you could actually walk around
01:45That would be good for like gameplay purposes
01:47I think that's the No Man's Sky style
01:50It's kind of artistic and you know it looks a little bit painterly
01:54But you can hopefully feel like it's a real place
01:58There's some sense of reality and scale that makes sense
02:03When the guys because originally there were four of the guys
02:07Kind of putting together the very base like structure of the game
02:11When they started talking about creating a procedural game
02:13It's pretty much the first time that like I'd hear that word used so frequently you know
02:18It's the first time I've like done any procedural art
02:20You get much more value for like the individual parts you make
02:24You're not making a part and then that's it
02:26That part gets used on loads of different creatures or ships and stuff
02:29Basically you have to have the bigger picture in mind at all times
02:34Because you might be making like a tiny piece of a creature or an NPC say like an ear or
02:39something like that
02:40But that ear could show up on like any creature you know at any point in the game
02:45It's definitely been a big learning process but it's just so interesting to see all the kind of things it
02:51comes up with
02:52You know creatures that we didn't think would be flying and flying around or walking on two feet
02:56And you just you know you'd never as an artist be like I'm just going to make this creature do
03:01this
03:01But it's really interesting to see all the variation
03:06It's very easy to create a system that produces thousands of different looking objects or different looking trees and things
03:13But to actually create a system that produces thousands of interesting looking objects
03:19Things that you actually you know as an artist you might build them by hand
03:22That's where the system becomes really difficult
03:25So we have a really complex kind of colour theory system
03:30So they all obey rules like leaves having complementary colours compared to the grass and things like that
03:35And the same goes for kind of silhouettes
03:37So if a planet's like very hot we'll have things like everything kind of becomes a little bit more dried
03:42out
03:42You'll get more sharp shapes
03:44A planet has a personality that's kind of what we're going for
03:48The creature's appearance is directly tied into the creatures like you know
03:53How they act and how they move around the world
03:56So a large creature will you know move slower
03:59And like its animation is more lumbering
04:03As well as like a predator
04:04If a predator creature you'll know it's a predator creature
04:07Because it has like more spikes and tougher skin you know bigger teeth and things like that
04:13Everything we make in No Man's Sky comes from a foundation
04:16So we'll have a set of blueprints
04:18And because we're all adding to these blueprints
04:20It means that I'll not only see results that I didn't expect from a procedural system
04:25But also you know Jake might have been involved
04:28So suddenly you know I'll see some of Jake's things
04:30And it's really cool from that point of view
04:32Grant and Sean they both are constantly sat next to us basically
04:37You know we're quite a small studio
04:38Their art direction really keeps us on target you know and keeps us consistent
04:43It's quite nice they give us the freedom to kind of make things ourselves
04:47But if there's something they know they want in a particular way
04:49It's nice to just be able to hassle them and say
04:50Is this what you want?
04:52And you know it's a little back and forth like that
04:54If you're working on anything creative
04:56Like you instantly lose perspective
04:58I find it all the time just doing my own work
05:01So I think that's what me and Grant to a larger extent are there for
05:05To just kind of keep that perspective keep that fresh set of eyes
05:09We definitely have a vision but I think that's shared by all the team
05:13I'm just there to just keep repeating the same things over and over again
05:19I'm super excited to see what people find and what people really like
05:22I'm hoping to see like animated GIFs
05:25Things a lot of people finding weird things and sharing them with their friends and that kind of stuff
05:30Because I don't know what they'll find
05:32At this stage of a project usually you'll know the game inside out
05:36You'll know every single piece of artwork
05:38You'll be ready for it to release
05:39And at this stage in No Man's Sky we are still landing on planets
05:44And still meeting a creature or seeing a planet and being like wow
06:01P.S.4 for the players
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