![]() ![]() As to how we went about making this vision a beautiful reality runs smoothly on PC and all other platforms, our Environment Artist, Leo Brynielsson, is here to enlighten us.īrynielsson: When we started working on the art for Lost in Random, we knew we wanted to go out of our comfort zone and push our limits. Rather than create a hyperrealistic game, we to use this new freedom to recreate a realistic claymation world – something that I think Klaus Lyngeled (our CEO and creative head) had been wanting to do for a long time but hadn’t been able to until now. ![]() We wanted to combine the mystery of Fe with the funny and smart dialogue writing of Flipping Death, plus the deeply emotional storytelling of Ghost Giant. This, in turn, opened a variety of artistic paths we could take, which became somewhat overwhelming, so we began by setting some sticks in the sand:Īfter the cute and colorful Ghost Giant, we wanted to make a dark and epic fairytale, the setting, style, and gameplay revolving around giant tabletop games, including dice, cards, and playing pieces. ![]() Our next adventure, Lost in Random, brought with it a larger budget, as well as loosened technical restrictions. ![]() These games feature completely different styles, atmospheres, and tones, a longing for exploration in game design and for telling great stories in gorgeous, handcrafted-looking worlds.Īfter these two games, we went on to make Ghost Giant, a VR experience that really tested our ability to deliver a great-looking game – a fairly realistic cardboard, dollhouse world – without losing frame rate. When I first joined Zoink in 2016, we had just signed our first EA Originals project, Fe, which we worked on alongside Flipping Death. Redmalm: Zoink has always been an art- and innovation-driven studio, starting new projects with a strong visual and conceptual hook – fueled by our passion for exploration. ![]()
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