00:00www.feyyaz.com
00:08Being open in our development means giving journalists unprecedented access to our development
00:13and the team. It was this approach that led to a very special opportunity.
00:22Back in September, Official PlayStation Magazine got in touch to see if it would be possible
00:26to come and talk about Hellblade. We saw this as an opportunity to see how being totally
00:31open with the press would work.
00:33So it was at Gamescom this year when I realised that we had to feature Hellblade in Official
00:37PlayStation Magazine. This was a chance to see a title right at the beginning and to tell
00:41a story for our readers about how a game comes together from a blank page.
00:45I introduced Matt to the team and let him talk to anyone and see anything that we've
00:49been developing. Nothing was out of bounds.
00:52So before I travelled over to Ninja Theory, I was expecting to write maybe a two page
00:56news story on the game. But as the hours ticked by and I saw more of the game, spoke with
01:00more of the team, it became quite evident that we needed to go bigger. That by the time I
01:04walked out of those doors, I knew it was going to be a feature and quite possibly our subscriber
01:08cover game as well.
01:09Being the featured game on a magazine cover is a very special achievement. Not just because
01:14your game will jump out at each and every reader, but also because it shows real faith
01:18in your game from the editor.
01:20It's really quite rare that you get an all access pass to a game this early on. I had pages
01:25and pages of notes, I had about four hours of interview content. It became very clear
01:29that the only way that we could handle this for the magazine is to not impose any restrictions
01:32on what we were going to write. We had to just write what we had, tell the story and then
01:37worry about how it was going to fit into the magazine afterwards.
01:40So after two solid days of writing, we ended up with a 12 page feature. Now at this point,
01:44we already knew that we wanted it to be a subscriber cover, but we thought what would make it
01:48extra special is if we approached Ninja Theory to design us some bespoke artwork that only our subs
01:53would get. It was great to hear the news from Matt and we started work on the cover art
01:57straight away.
01:58When we were looking for ideas for the cover art, we were looking at what made Senoa such
02:04an iconic character. We were looking at how striking she was, the face paint, her hair.
02:11We tried to get the hair kind of to frame the image and obviously the use of the sword.
02:16So the first step for us was to gather some reference images for the pose and the composition
02:20of the shot. The sketch that provided us was a good start but we felt that we could explore
02:25it further. It was really a case of now which kind of personality of Senoa and which tone
02:30do we want to sell within the cover. Something that feels kind of evocative but deadly in
02:36the composition but also the fact that the back is to the viewer so it's a bit more mysterious.
02:41There were many strong options to choose from and we chose the one that captured her nature
02:45the best. It showed her as being wild and aggressive whilst maintaining her insular nature.
02:53Ever since our 100th issue we've been making different covers just for our subscribers but
02:58what makes this issue even more special is that it's the first time we've had artwork created
03:03specifically and exclusively for those subs.
03:05With the composition decided upon it was up to Stu to match the pose of the mock-up in
03:10Maya.
03:11So armed with the kind of mock-up reference image in the 3D scene we were able to set up
03:17a camera that kind of had the composition of the cover and then it was a case of basically
03:23adjusting Senoa's posture until we felt comfortable that the pose was good and it was giving us
03:30everything that we wanted. And so the next phase is getting that into the game engine and doing
03:34some renders that are fully lit and look amazing.
03:37With the right pose the next step was for Mark to paint over the render for the final piece.
04:09to form an analytics perspective on
04:24e
04:24il
04:25l'escrizione
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04:27il
04:27l'escrizione
04:28un
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04:29l'escrizione
04:29l'escrizione
04:29ma
04:30chiede
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04:33edito
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04:34l'escrizione
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04:38un
04:39questo è stato il modo di essere il modo di essere il nostro cover, ma anche il nostro cover.
04:45Quando Matt ha detto che sia il cover di essere il cover per i due edizioni,
04:50siamo assolutamente felici.
04:51A avere una cover feature così early in sviluppo è quasi un'erroda.
04:57È molto bello vedere il nostro lavoro di più prominente
04:59e anche suggeri che il nostro approccio di sviluppo di sviluppo
05:03è stato visto anche per i fans, ma anche per i pressi.
05:11Grazie a tutti.
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