~/talk

Tell me a story

Talkat SGJ 2020 · 2020-01-24..02-02· [creative-coding]
links:none on file
slides:none on file

Ubisoft Sofia environment teams ship 18 games and the studio leans on decades of studio experience to tell visual stories: a flooded Pentagon level layered with river overflow and a Black TKS attack, a walkable drill machine prop iterated from real prototypes to faction tech and destructible objectives, a linear cold war bunker using repeated volumes and micro‑stories, and an Origins bakery complex built to justify ritual logic. Process hits: moodboards, proping, level‑design metrics for cover/navigation, and many art iterations to balance unity and diversity.

AI-written summary · about

  1. 0:00Introduction
  2. 1:05Defining immersion
  3. 3:37Visual storytelling history
  4. 5:47Two shaping games
  5. 8:21Context in linear games
  6. 10:52Reality vs exaggeration
  7. 12:16Unity in world-building
  8. 13:20Corridor design challenges
  9. 15:52Micro-stories in locations
  10. 17:21Less is more in storytelling
  11. 18:26Mood boards for worlds
  12. 19:29World rules logic
  13. 22:24Industry historical storytelling
  14. 25:13Hero props role
  15. 27:05Conflict via environment
  16. 28:09Art fundamentals
  17. 28:55Guiding player attention
  18. 29:15Color and contrast emotions
  19. 31:24Contrast techniques
  20. 32:29Q&A
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