Interior Design and Environment Art: Mastering Space, Mastering Place
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- Опубліковано 6 жов 2024
- In this 2015 GDC talk, Capy Games' Dan Cox dives into complex interior design techniques and practices you can use to master space and place in your level design.
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I'm an architect and I"m working on my first game and one thing I can draw from Architecture and Design is the concept of "procession," procession simply put is just a journey to somewhere and something all games have in common is asking the player to reach a goal, in other words to move from A to B in whatever that mean regarding to your specific game, so make that journey as interesting as you can . Tadao Ando uses this concept in particular in many of his buildings. To make a space interesting you have to travel to "opposite poles" Up to down, dark to bright, wide to narrow..etc. And take your time to do so. The theory behind is that if you eat something bitter and then something sweet it will taste sweeter and better than not tasting anything at all in first place. So my humble advice to all of you fellow gamedevs is to create contrast of all kind, because when you do so the player unconsciously register the experience a long journey and it will bring more satisfaction when you remember it.
thanks!
if you don't mind, is there a relatively easy-to enter architecture book you could recommend?
@@thedoode7749 Not sure how to define "easy", as some architecture books are simply an image with a description next to it, describing the space and how it signifies a good practice.
I'd say check out Kevin Lynch's books, he talks about urban design and it can be helpful for map/level design.
Nice! Great advice. I'm a 23 year tile artisan and am taking my experience to college for game development to do environment and material interactions. How'd your journey go so far? Hope you are still chasing it!
How's the game going
Hi, as I was developing it I realised it was more fun to build tools than the actual game. I'm about to release my tool called Reverie @@codingwithellie
One of the best GDC talks ever. Very organized, and I love that he showed practical game examples that applied the interior design principles that he discussed.
This is an awesome talk. I really like how he handled the material. Pretty much an interior design 101 class. This is just what I was looking for.
Dude absolutely killed it. What a fantastic lecture, It's so easy to underestimate the power of a solid understanding of a fields vocabulary.
Excellent analogy between anatomy being for character artists as interior design is important to environment artists!
Good thing I set my game in a world where everyone is really bad at interior design.
@Eric Gerwatowski indeed
500 IQ move. Nice one Fappy
Seriously one of the best gdc talks ive had
What’s truly amazing with this speech is that is timeless, mister Dan Cox your a great teacher thanks a lot 😊
Spent a few weeks basically internalizing this speech every morning in the 11th grade and it's been the best decision I've ever made. Seriously so helpful!!
Wow, this is one of the most directly applicable talks I've heard from GDC. good stuff, thanks!
Exactly what I've been needing, you seem to know when just the right time to post!
This was such an amazing talk because I can actually instantly apply these techniques for my own projects. It's a perfect break down of the underlying mechanisms that make space work.
This is fascinating. He's a great orator!
Probably the best talk I've heard so far on the topic. The speaker is well prepared and provides great analogy and visuals.
thank you for this! I am an interior design student (almost graduate) moving towards gaming and movie industry and the information covered are very helpful showing that what i learnt can be a great advantage!
It is not the eyes that break-up or break-down anything - they simply perceive. It is the mind that divides (ie. separates, segregates, etc.). Nice talk on the basics of overall design.
Damn thanks Dan, I'm glad my change of direction from interior design to 3D environment art carries relevancy (as it should since it deals with the same limitations). Just needed some affirmation
A lot of what's in interior design is also used in graphic design. I found this interesting.
Probably one of the best GDC talks as a lot of them are a bit pants. I'd watch this again - and again. Very good.
Well-rounded discussion…. Thought-provoking and relevant for multiple industries.
This has to be one of if not the best GDC talk.
Watching this in 2020 and it scared me to realize Silent Hill PT has been out for 5+ years
Probably the best GDC I've ever seen
This is the best talk. So insightful.
Really fantastic talk, keep coming back to it. Thank you Dan!
In-depth lecture - excellent. I think only this video can go in college for a year. Thank you for sharing. Subscribed.
Must watch talk for people getting into environment design
He didn't tell people to silence their cellphones. Whats this?
Once I noticed, I was too distracted by the possibility of phones going off. 0/10
(kidding of course)
It was not a real GDC talk. It was a governmental hoax filmed in hollywood testing their new AI to infiltrate the gaming community. These techniques are visual triggers of mind control to weaken our resistance to the illuminati's influence. Game developers unknowingly utilizing these techniques brainwash the masses into subservience to our reptillian masters.
Great talk and very valuable information, even if you have an open world without roomlike structures!
I'm an interior design student I was hoping to transition into the gaming industry since games is a massive part of my life. I was thinking of how to apply my skills and in this video I learned couple of ways to do so.
the chaotic side of me just wanted to jump over the desks to cut across lol
"... when we're thinking about _historical expression,_ we're just thinking about what the _history_ is and how we can _express_ that." Dan Cox, 34:36
Amazing Talk for an interior designer who is interested in games. I wish people could explain like this. Very informative and good talk!
P.S. perks of playing Dishonored
Thank you and have a great day.
14:42 implied space : ways to imply space: compartmentalize literal space into smaller ones. Discrete elements of logical space.
18:10 enrichment
7:45 Complex spaces order : arrangement and position of elements in space to increase understanding 1. where they are and sense of ease and can get lost so we give orientation 2. pattern : perceptual patterns space : reuse
9:28 order : orientation : what is it? where we were and where we might be next? we create mental images.1 Identity structure and meaning.
10:15 order : orientation : identity : Iconic element you can remember easily. structure: pattern in those spaces. meaning: personal meaning.
11:42 How do we Define space : enclosure
You rock Dan, Capy is genius
Absolutely amazing talk!
This guy is legendary!
Lol this is one of the most useful and in-depth talks I've seen, but he doesn't even talk about walls until 12 minutes in and then he explains it as if we've never seen them before.
This is very interesting, thank you for sharing!
4:12 Scott Eatton's anatomy workshop slide, this guy know's what's up!
hahah scott is the best ;)
yeah he actually is :P
perfectly describing the dark souls experience: Whatever the hell it
is, lurking there in the distance, it's unpleasant when you get there
Amazing talk, thank you so much!
Superb talk, outstanding :)
Really useful talk :-)
This was very helpful. Thank you!
Office updates are available.
Who ever designed The Library from the first Halo game definitely could have used this lecture to improve the design of that space. It was a nightmare to navigate.
Amazing!
So useful
respect!🙋♂
I have been working on interior designs and I want to work on environment designs as well so working on interior designs will it help in working on environment designs or it can help me start working on environment designs??
I think you need an Audio Engineer. this is the second talk i have listened to and it is not loud enough.
phantomghostdiv just turn your volume up
Grify The Great I had it max. As an audio engineer I know what this needs.
I'm not very clear on the difference between 'Enrichment' and ' Universal Enrichment', would someone like to try and clearly explain this? Thanks
Universal Enrichment kinda refers to the idea of visual enrichment that could literally be applied to games of any visual style or world structure. Enrichment techniques in interior design can often relate too specifically to buildings in a modern city, so the solutions for their enrichment can tend to relate to that really heavily.
Great question btw, wish I was more clear on that.
I'm not sure Frank Gehry would appreciate being described as an interior designer!
Pretty good pun at 7:07 :)
thanks for that xD
Many of the concepts of this talk are architecture concepts, not interior design's. It really shocked me that this guy considered Frank Gehry, one of the most relevant architects of our time, as only an interior designer.
Yeah, I thought it was weird that he referred to all of this as just interior design because as an architect we are concerned about the interactions not just the interiors of our building but the exteriors and how it interacts with the other structures that are surrounding or environments. It's very important
Just to add I've seen a couple of ads for environment artist jobs asking for a degree in either, computer science, art, or an Architecture degree the reason being is that it is known that architects or rather people with architecture degrees should have a really good understanding of space.
I wasn't looking for this video, but it came up in my search... _How is "space" created in Space Games_ Does space take up memory or is it simply the distance between to physical objects within the game? I have this game in my head, and I'm trying to solve these problems in my head, rationally, before it even gets to the development stage; I do not think will happen, but it brings me happiness. *(See Below Please for my thoughts on the video)*
The more complex the scene, means more shadows going between these spaces, and that creates a heavy load... What strikes me the most, is that the most high definition games that focus on immersive surroundings, leave very little room for anything else. You can have a low end graphics game, that does a little of everything, but I think the key is finding a balance between a feature rich game, that is immersive, while at the same time, not as taxing on the system running it!
The Unity Engine, and asset flipping, isn't helping the gaming industry, but rather hurting it. The gaming industry seems so dead now; I'm almost 48, and I've been a gamer all my life, and I know what passion is, and it is very rare now in the gaming industry. These new comers to the industry seem to be going with what's easy, because they lack the experience, training, and most importantly, the DRIVE, or PASSION, to produce a game that doesn't sit in Early Access stagnating for the next 6 to 7 years. They even moderate their own game hubs, banning people left and right who speak negatively on the products they release. Goverment no longer protects the People, but receive their paychecks from corporations, ...why do you think we pay their taxes? Because it would be embarrassing to pay taxes to a Government YOU control!
Create a game for $$$, you will fail! Create a game from the heart, the money will follow, but very few people understand this, that passion is the key to success, in that if you create a game YOU want to play, that magnetism will carry over to other people. All you have to do to defeat the current monopolies (Ubisoft, Rockstar, Electronic Arts, Sony, Bohemia Interactive) is to create a GOOD game, and don't put yourself into a position to be blackmailed. The gaming industry has become more than just about entertainment, but a form of Trojan horse in which political, and social ideologies are passed to the gamers. We play games to escape from reality..., this system of credit and debt that THEY have created; They whom think they know what's best for us, and what's better for themselves... ...We play to escape, not because we miss reality and want games that are more realistic! Take these Mil-Sim's, what a joke... If you want to feel something real, join the military, then you can feel the bullet ripping through your flesh, and have a reason for the foul language that comes out of kids mouths as they're playing a military game.
I confronted a kid, and you know what his response was to his foul language? What he said amo0unted to, _he's playing a game in which people are dying in brutal ways, and foul language is to be expected!_ Now I say, no one has ever died from a mouse and keyboard unless you hit them over the head with it!
Sooo how can i land a job with a interior design degree in the gaming industry??
The guy who asked a question and said "okay" every 5 seconds while he was answering was annoying as hell.
Do you know the name of the guy who is a level designer/game designer that asks a question at the 52:10 mark?
What are the spaces in 25:39 ?
Jeez, GDC tickets are so expensive!
Lighting needs to be rebuilt
LeL!
I came to the comments just to say this!
Wow
What's the secret game? Is it new game of Splinter Cell?
Secret ubisoft game, wonder what that is (or was)
Starlink: Battle for Atlas ;) it's announced now.
And by now it kinda failed in sales
I believe this kind of formulated thinking is what makies games now a days mundane and not worth paicking up again... people need to start thinking outside the box.....
Cool, show us your game where you achieved all of this out of the box design?
We underestimate the power of our surroundings
We are part of our surroundings, and they are a part of us. It isn't power, but connection.
Other than the great talk, this guy needs to narrate games.
18:10
Why is everyone walking out slowly from the room lol
mr sus
ag
I watched 1/3 of this but I don't understand what he's talking about
He used the first few minutes to explain why he does not use pictures, movies or other games to explain how to do interior design in 3D games.
Then he moves on to explain the very basics of designing 3D spaces. This part is really basic and presents in rather academic terms the importance of order.
You probably stopped before getting to the juicy parts. How to make the spaces we ordered interesting, without convolving the area and confuse the player. How to express the space we created to have it fit it into the desired context of our world. The talk requires a lot of concentration, but if you care about the topic, you might want to give it another go.
worse
Just make a game that is fun. Smoke a joint and let yourself go. Forget all this pattern examination, breaking up space, spatial, perception, cognitive, neuropsychophysiological analysis of the human interaction between brain body, spirit and emotion. Goddamnit. Make a game that is fun, and it will all fall into place. Chill and just pop some tabs and let your ideas run riot. It's called a game, because it is a game, ironic since the industry is taking itself so goddamned seriously. Really, you are trying to find a template, plug in formula to dazzle and distract people into ignoring the deficit of content, in order to not have to bear the burden of having to come up with good ideas and FUN GAMES TO PLAY.
This is the kind of comment that makes me wish I could press dislike button more often than once.
Cream bun Agree with you
Unbelievably dumb comment. You realize "all those pieces" fall into place because of how structured things are. The number of environments I see newbies make are just because they just throw things in without any sort of coherence. Honestly, you're just flaunting your underdeveloped mind because 1) you clearly can't understand this video or game making in general, and 2) all the good games are created with this sort of logic in design. A lot of artists make things under some kind of influence but they make it into a something cohesive. All ideas are pieced in reference from other things, often which have an intended order. Not sure there's much point in telling you this because comprehension doesn't seem to come to you. You'll just be sitting on your couch, vegged and doped up, licking your shirt.
those aspects are what MAKE the games fun, otherwise your game isn't fun. You can't make a fun game without any components or planning.