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The Creativity Process behind GRIS

Talkat CHI PLAY 2019 · 2019-10-22..10-25· [design-collaboration]
links:none on file
slides:none on file

A wordless platformer that maps grief through changing color, sound and movement rather than exposition, built as a 15‑minute prototype shown at Gamescom and funded by Devolver Digital. Development uses Unity with custom exporters and watercolor shaders, Photoshop for frame‑by‑frame animation, a mostly non‑gamer art team (about 80% had never worked in games), and over 1,000 concepts before polish. Design choices: linear hub levels to show world evolution, no death but return contraptions, optional hard puzzles for completionists, and music by Berlinist tied to colors via synesthesia research.

AI-written summary · about

  1. 0:00Introduction and speaker intro
  2. 1:08About Gris and Nomada Studio
  3. 3:04The game’s creative vision
  4. 5:58From bar idea to studio launch
  5. 8:49First prototype and early development
  6. 10:39Narrative and story design
  7. 14:17World design and linear approach
  8. 16:27Art and character design process
  9. 18:55Animation techniques and challenges
  10. 23:02Designing the antagonist and creatures
  11. 26:39Game mechanics and audience appeal
  12. 28:45Level design and failure states
  13. 30:10Music and its emotional impact
  14. 34:57Music progression and synesthesia
  15. 38:36Game trailer showcase
  16. 39:05Q&A: Iteration and decision-making
  17. 41:35Q&A: Music composition process
  18. 44:03Q&A: Technical tools and challenges
  19. 47:57Q&A: Animation tools used
  20. 49:01Q&A: Development timeline
  21. 49:46Q&A: Diverse team and recruitment
  22. 51:30Q&A: Balancing art and gameplay
  23. 54:38Q&A: Switch vs PC and future projects
  24. 56:31Q&A: Accessibility considerations
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