Art Direction Bootcamp: Building a Visual Threshold

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  • Опубліковано 22 лют 2018
  • In this 2016 GDC talk, Playraven's Stuard Macdonald explores methods and processes for crafting accessible visually identifiable design within large projects with intended broad appeal.
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КОМЕНТАРІ • 24

  • @GeorgAyres
    @GeorgAyres 5 років тому +35

    Never EVER apologise for your accent. It's an intrinsic part of who you are. Speak naturally and proudly.

    • @3dbob891
      @3dbob891 2 роки тому +1

      doesn't help if nobody can't understand you. Still english accents are interesting and not ugly or hilarious like some german ones.

  • @josephmoody5418
    @josephmoody5418 6 років тому +75

    Nothing is wrong with that man's accent, rock that scottish accent man.

  • @maloxi1472
    @maloxi1472 2 роки тому +5

    He apologized for his accent but 4 years later, UA-cam's caption AI has no trouble keeping up with him. It's almost like his accent made him even more intelligible to modern AIs.
    Truly Amazing 😄

  • @Spaghetti775
    @Spaghetti775 6 років тому +7

    Best GDC talk? Surely top 10.

  • @noureltarzi2982
    @noureltarzi2982 5 років тому +4

    That was a very helpful talk, Thank you!

  • @dasaggropop1244
    @dasaggropop1244 6 років тому +1

    you can say what you want about sharkcards and policies and whatnot (im still mad they moved to next gen and stopped updating online for the old consoles),still rs is still one of my absolute top favourite deveopers out there when it comes to worldbuilding, storytelling and overall gameplay. those guys practically defined what an open world sandbox means in the eyes of todays players. great having one of the creators sharing some insights.

  • @siarheipilat8152
    @siarheipilat8152 6 років тому +2

    Love the accent, man! Keep it!

  • @OnOff538
    @OnOff538 Рік тому

    Very interesting and inspiring speech!

  • @jasajen
    @jasajen 6 років тому +1

    Prem-ICE... :)

  • @Norbingel
    @Norbingel 6 років тому +17

    The only problem I have with that accent is that it didn't have a full beard behind it

  • @unfa00
    @unfa00 2 роки тому

    I love the accent :D

  • @pawpotsRS
    @pawpotsRS 4 роки тому

    Am I listening to Meredy (Male Version) from Brave? :o

  • @anabukashka
    @anabukashka 6 років тому +7

    Now I want to replay Quantum Break. A great game where story is done right. For example almost every text in the game gives player some new piece of info about the story to digest, there is no filler text like in other immersive AAA games (Dishonored, Deus Ex, Prey), that is why it never felt boring to read letters and e-mail that are found in the game.
    But the main reason why everything works is because Quantum Break has excellent gameplay with some difficulty and some challenge, gunplay feels great. Some other immersive AAA games struggle heavily in this department: you can save/load your game anywhere in Deus Ex, Bioshock, Dishhonored, Prey, so there is no challenge, no difficulty, no learning involved in the gameplay of these titles, everything breaks down to boring repetition: "if i failed then i load and just take a different path, should also save a little closer to the point of failure".
    Story heavy game still must have good gameplay, player still must be required to learn and master something for a game to matter.

    • @dasaggropop1244
      @dasaggropop1244 6 років тому +2

      hm. i would argue that information that is not essential to the plot helps with filling an immersive game with "life". if i walk into a random house and find some stupid book about nothing relevant, i feel like im in some real place, and i appreciate someone came up with this and wrote a couple of lines for me to discover.rather than finding exposure in every dialouge along the main missions. of course this is only if you like exploration in a sandbox like i do, if youre in for the main plot its probably different.

    • @DudeBronkster
      @DudeBronkster 6 років тому +4

      A game doesn't need to have any level of difficulty to deliver a great and immersive story. Those two factors are pretty much entirely independent of each other.
      Not that a certain level of difficulty can't aid the story at all, but it absolutely doesn't need to.

    • @stephenborntrager6542
      @stephenborntrager6542 6 років тому +2

      Yeah, too many pointless books is a bad thing. In deus ex, I found the emails hard to believe (basically contrived, both in location and content), and the vast majority were very boring to me. I like the idea, but I got really bored of them to the point where I just started ignoring all of them, even important ones. Similar case in Dishonored, but the issue there was different. The placement of letters and books fit perfectly, and actually helped immersion, but... the content of said letters actively reduced my interest in their world. The more that was revealed about their world, the more I started thinking the whole thing was 'stupid'. (I am just picky, I guess?)
      I also agree about difficulty. Challenge itself can be used as a tool that impacts perception of the story. If saving a particular character is insanely hard to do, you might sympathize with the protagonist a bit more, especially if this is a story branch where it actually matters. Deus Ex attempted this, but they way they did it was really weak. It was a scene where the pilot girl is landed after dropping you off, and is supposed to be killed while the player runs on ahead to do his mission. Basically, after ignoring what you are told to do, if you instead fight off an absurd number of enemies, you can actually save the pilot girl... (or her ship, rather. She isn't directly shown in the scene. Another mistake IMO. A hunk of metal is not a very empathetic subject.) The big issue is though, all you get for that effort is her saying "Oh, thanks.", and she then flies off, and is never mentioned again... Talk about anti-climactic.
      Even still, it adds weight to the accomplishment, and I think that is an important tool.

    • @dasaggropop1244
      @dasaggropop1244 6 років тому +1

      I got really bored of them damn emails to the point where I just started ignoring all of them, even important ones, at work :D but.give deux ex a break. they were pretty much the first to try something like an open world, although they couldnt make the full game as intended, it was pretty awesome when it came out:D If you are speaking about the new games: agreed. Fallout was the same for me, although i love the game, i don't care for plotlines that get carried over text ingame. I'd rather have documents for worldbuilding than for exposition. I mean, it's a game. If I want to read a book, I read a book. I guess now we can change book for audiologs. urgh. I think its okay, when it comes to lore and background stuff, but they should not be used as narrative low-budget tools. if its not a text-based game of some sort, i wanna play, not read.

    • @anabukashka
      @anabukashka 6 років тому

      Max, I agree with you completely, a couple of lines is the ideal way to provide immersion, great example of this is RE7. I still remember list of things to buy on the fridge in the kitchen. Overly long emails or books in Deus Ex/Dishonored is not the right way, better keep it short and sweet.

  • @stephenborntrager6542
    @stephenborntrager6542 6 років тому +4

    I find the term "Cliche" to be incredibly ironic, in that cliche is, itself, one of the biggest cliches ever.
    By it's modern definition... "overuse to the point where it looses it's original meaning" came from a french word that really just meant "stamp/template" (Specifically it was the term for blocks of commonly used words for the printing press.)
    But now it's even used just to mean "something that happens a lot that I don't like [and you should not like it either]" and unfortunately this usage somehow still carries a false air of sophistication that really isn't deserved.

    • @chiefcaptn1922
      @chiefcaptn1922 5 років тому +2

      Im saying words on this video too.

  • @chuckvladyslav6300
    @chuckvladyslav6300 Місяць тому

    This is why games are boring now