![]() ![]() Hopefully a little bit of all that, you mention Rankin/Bass, who made all those projects. Are there any inspirations specifically from stop-motion? When playing the stop-motion felt like something out of Rudolph or Santa Claus is Coming to Town. ![]() We felt that medium was pushed and explored by a lot of different artists, who were inspirations also. The way you use the building yourself to have your painting live in the real world. And also urban artwork because in urban illustration you have this scale that you can put on a billboard or building. Children's book illustrations are a big influence. And for the artwork on the walls, the 2D artwork touching on the theme the team was inspired by, it's just drawings by hand. We have two sisters, Becky and Lucy Roberts, who do all that animation with a lot of care. It's similar to stop-motion that they have face replacement per shot, but we do it with hand animation. And we used all hand-drawn animations for the characters' faces. We started to use keyframe animation, no motion capture, so all the animation in the game is done by hand. Our games are about heart and we want the artwork to have the same feel. ![]() And we felt that it was something that we would try to achieve with our games. It's beautifully made with love and attention to detail. It was an inspiration to the whole team because everything in stop-motion is incredibly handcrafted. We started to look at stop-motion animation and how powerful that was. It was a huge jump technically for us, from Entwined, so it was in parallel. As we created that artwork, the one common theme was that we were inspired by an artwork that looked handcrafted and at the same time, we were exploring a new game engine that optimized the use of physically-based lighting. During that period of time, it's some of the most exciting time being an artist, because your illustration can inspire other people on the team, like engineering team or design team and spur on new ideas. They have the ability to work as just visual development artists. I'm really lucky that our entire art department can wear a lot of hats. Jeff Sangalli: Right from the start Dom talked about working collaboratively. This gameplay aspect of making the player feel like an artist, we thought how do we do that. The theme of bullying we felt was relatable not just for kids, but for adults as well. When he shared that with the team, it absolutely inspired everyone. From the beginning, we had these two things, the bullying was there and also this idea of an artist who was using art to cope with the situation. He, right from the beginning, the first image that was created - his pitch - was a painting of a kid being bullied and painting these huge characters on the wall and he was imagining that they were sticking up for him. We came up with about seven ideas or so and did a bit of development.Ĭoncrete Genie came from our VFX artist whose name is Ashwin, which is why the hero is called Ash. We told the team that anybody can come up with an idea for our next game. And we had a chance to share a vision for the games we make. One of the things Jeff and I like about having a small team is that the hierarchy is very flat and it's very collaborative. What was your visions of this game and what inspired you?ĭominic Robilliard: When we finished our first game we had a window of time to concept what we were going to do next. Note: This interview has been edited for length and clarity Newsweek spoke to both Robilliard and Sangalli about Concrete Genie's story, its development and inspirations. Even a twist in the story was created to shape Ash's journey. But as Dominic Robilliard Creative Director and Jeff Sangalli, Art Director, told us during a recent demo, each gameplay mechanic is used to push the narrative forward. Its gameplay takes from various other genres, from platformers to action. The environments, characters and art style of Concrete Genie was reminiscent of films like Kubo and the Two Strings. His hometown is a shell of its former self when he comes across a magic paintbrush that brings life to the town and his drawings, the Genies. He's bullied constantly, however, and his drawings are what helps him cope. The California-based studio is set to bring a compelling and touching story that revolves around a young boy named Ash who loves to draw and paint. Pixelopus has confirmed that its PS4 exclusive Concrete Genie is dropping October 8. ![]()
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