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  • 10 minutes ago
Go behind the scenes with a developer from 'The Blood of Dawnwalker' to learn how they created the game's immersive world. Unlike other games, the environment was built to support the narrative, much like a bassline supports a melody in music.
Transcript
00:00The way we built the world wasn't a case of, all right, you unleash the artists on the map and
00:06they just built to the heart's content, as fun as that would probably be.
00:10It was the other way around. We had the quests and the stories that we knew were key moments, which,
00:16well, pretty much all of them are key moments.
00:19And then around that we've built the world and if those quests, which Conrad can probably speak more to, if
00:24those quests are well linked and engaging,
00:27all we need to do in environments is not get in the way of it.
00:31I like to compare it to the baseline in music. You only notice when it's gone and it's doing its
00:37job when it gets your head bobbing and just enhances the whole feeling.
00:42So the stories and the quests are the main thrust of it. The environments are there just to support it.
00:48And to me, that's a very rewarding way of working because I know that everything I'm building has a meaning
00:54and isn't just fluff and background.

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