I don't know how tf I've been living all my life playing vidya without watching GDC videos. This is academic knowledge, from people who make games, FOR FREE.
@ineednochannelyoutube53843 жыл бұрын
GDC is great, because a whole bunch of it is aplicable in a dozen different fields.
@GermyJer3 жыл бұрын
what a fantastic speaker! She could do a session on how to present something as well. Her use of slides to demonstrate things, not just blast text at the audience, was great. And the way she restated the questions at the end was very helpful.
@younesskafia41893 жыл бұрын
This is one of the most interesting GDC i've seen. It's very rare to see these kind of talks. I'm thankful it was made and shared! I'm actually color blind and doing my best to understand colors and composition and this has come to be very helpful to me
@deeliciousplum3 жыл бұрын
Me, too. And, I 2nd your comment. Great talk.
@GonziHere3 жыл бұрын
While this talk is interesting (especially because people ignore other areas), its like photo editing 101. Games are an incredibly new medium. We are just stumbling in the dark. There are things that you cannot easily find elsewhere (interaction), but the rest of the medium can and should heavily research other forms. If you care about storytelling, you should look at books, movies, standups, campfire stories... If you care about visuals, you should look at movies, photos, paintings, webdesign... If you care about multiplayer, you should look at summer camps, sport events... * *) Everyone was talking about The Fall Guys... it's almost literally just "Jeux sans frontières" the videogame (google the images if you don't know it)
@younesskafia41893 жыл бұрын
@@GonziHere You're very right, it did sound like visual art 101 in general but i think the talk offers a way to look at video games and apply this knowledge to it. I'm totally inexperienced in visual arts, i lack the neuron connection to understand and apply the knowledge on games, but explanations like this talk helps me understand how to use it
@smort1233 жыл бұрын
@@GonziHere My thoughts too! Im not a game designer at all, but I know many of the concepts from photography. Like color contrats, good distinction between foreground and background, lighting etc...
@018FLP2 жыл бұрын
Very cool indeed! I'm not color blind, but i always put into consideration not just to help, but to force intentionality in my design, and it's always a good practice
@midge_gender_solek33143 жыл бұрын
Usually when people say a game "looks bad", they often fail to understand why, and you shouldn't expect anyone to be an artist. As with anything, feedback shouldn't be interpreted literally, it should only be a way to discover whether a problem exists
@milanstevic84242 жыл бұрын
Exactly. When faced with a problem they can't define, people will always rationalize with the irrelevant problem that they actually can define. However, the real trouble with the feedback begins if your game is in an extreme state of either having an exquisite visual repertoire, or because it's doing something invisible -- deals stress, or induces certain emotions in its players. Usually non-visual, intangible design choices such as difficulty can throw off people in giving the game incredibly bad reviews on Steam. Recently I've investigated a case where this runaway effect would be pretty hard to nail down exactly because the indie game in question literally copy-pasted all the major features from a much bigger and more successful game in the same genre, and yet all the people would say the same thing "the feature XY is stupid" "if only it wasn't made so that XY was like this". The confusing thing is why didn't they give the same reviews to a sequel for a multi-million dollar franchise, as it surely have had exactly the same problem. Unfortunately, this particular indie game had a very pretty pixel art, and nobody could say a thing about the visuals. This also had a side-effect of drawing in the players who haven't already played the big hit by a AAA studio and weren't keen on understanding what exactly went wrong with the design. Finally after playing the game (and coming across an analysis of some incredible guy on the internet who studies game design and was interested in this for similar reasons), it became apparent that this game had an extremely unfair difficulty ramp in mid to late stages and -- in this situation, and this situation alone -- under cortisol overload, a standard feature in the genre would become very apparent and critically annoying to most of its players to the point of giving massively negative reviews. For this reason, if your game is rushed into market as this one was, most likely -- and I think this was a mistake made by their small publisher -- I believe it is better to make it less difficult, regardless of what you think your game was supposed to be. Yes it will be mellow and people would think less of it, BUT a game that doesn't frustrate its players => will have balanced reviews => will sell slightly better => will get an opportunity to be fixed or expanded. Ultimately it won't be remembered badly, or even worse -- completely forgot.
@tobymdev3 жыл бұрын
loved the focus on failure cases and good solutions
@OrdinaryOcean20013 жыл бұрын
Fantastic talk! It's the stuff art directors are constantly thinking about, but spelled out in a way that non-art directors can understand.
@ryanquinn12573 жыл бұрын
I’ve never actually had someone explain HSV so well
@CurtisJensenGames3 жыл бұрын
Same, finally makes sense
@concernedspectator3 жыл бұрын
What a clear, concise style, and really insightful for me. Appreciate it
@bzdirt3 жыл бұрын
Also, the part about having a clear vocabulary is super important! At one point an art director was telling me 'I want it smaller but bigger', for thin and long. And to add to the vocabulary thing: to art people, know that your fellow programmers (juste like print people) usually know of 2 more colors: magenta and cyan (the pink that isn't pink and the pale blue that isn't blue). Don't hesitate to use those terms!
@JulianTunru3 жыл бұрын
Such an excellent talk - straight to the point and jam-packed with information. Thanks so much!
@Lunareon3 жыл бұрын
Excellent talk with great, clear guidelines for both giving better critique as well as making better visual design choices. Thank you for sharing your expertise.
@Entereri3 жыл бұрын
Examples were so helpful in understanding the different available options
@__dane__3 жыл бұрын
Great talk, concise and to the point. A lot of people have never been taught how to give art feedback so this will definitely help a lot of people
@018FLP2 жыл бұрын
This talk is great, and a hidden masterclass about art direction
@jaydenwebster75103 жыл бұрын
This was a great talk presented in an easily digestible way, thank you. The use of imagery helped a lot.
@tristanwegner11 ай бұрын
The examples were great and very convincing. Hope she gives more talks
@MacShrike3 жыл бұрын
Not putting the highest sarurated colors next to each other. Easily overlooked yet in your face if you do =) good tip. Also: providing a proper vocabulary to this is invaluable. Thank you.
@soraaoixxthebluesky3 жыл бұрын
Games in early 2007 be like: "Brown brown brown"
@maxhuk2 жыл бұрын
This talk is a real gem! Thank you 😊
@StBlueFire2 жыл бұрын
At around 13:30 she talks about Saturation. Is there a way to "gray scale" saturation? It appears like viewing contrast just involves setting Saturation to 0. But setting Contrast to 0 doesn't have the same effect for Saturation.
@lainred29003 жыл бұрын
watching this talk made me understand understand the properties of a color more than what I knew when I'm studying it. it might not be pretty lengthy but it sure is a pretty good talk about visuals.
@user-sl6gn1ss8p3 жыл бұрын
I think you might like marco bucci's channel - it's aimed at painting, but he has some videos on color, lighting and contrast which are great
@deeliciousplum3 жыл бұрын
Wonderful talk. As someone whose artwork can best be described as 'Are those poorly drawn couches with terrible upholstery?' while I am trying to draw a horse, any tips do help. 😊
@galgr3 жыл бұрын
Why does a GDC talk from 2019 only gets uploaded just now?
@MrOzzification3 жыл бұрын
If you see an old GDC talk uploaded recently, it was probably locked behind a pay-wall.
@wizvanmeter3 жыл бұрын
I'm guessing that uploading older videos preserves the value of the vault in the short term and gradually releasing them all for free helps the industry in the long term.
@aminthemar3 жыл бұрын
Okay, now you're just God-of-War-baiting!
@galgr3 жыл бұрын
Yep, GoW wasn't mentioned at all
@8butsideways2953 жыл бұрын
Lol
@GonziHere3 жыл бұрын
I took it as a joke and I loved it.
@arcan7623 жыл бұрын
A lot of the thumbnails are just bait and have nothing to do with the game being talked about...
@samstallion654111 ай бұрын
I disagree with the assesment of value for the puzzle game at 12:35. When the value of the pieces is adjusted to the same level, and color removed, the solved pieces are almost indistinguishable from the unsolved pieces (requiring more cognitive load to distinguish pieces by context rather than value). It is convenient that yellow/blue is used, as its a good choice for colorblind players, but it isn't mentioned at this point. Having close-to but not matching value could work in this instance, or equidistant contrast from the background of the pieces could also work (equally dark as the solved pieces are light).
@bzdirt3 жыл бұрын
Feels magical how a few tweaks can save a picture!
@ColeHolio22946 ай бұрын
Fantastic talk, thank you so much!
@lhmsc2 жыл бұрын
Would be nice to point out as well that if you have a well thought moodboard and study this moodboard to understand why these references look the way it is it will make it easier for you to break down your own art as well and understand how to get to the result you want.
@erickh5553 жыл бұрын
definitly REALLY usefull, this was GREAT. really straight forward, and clean explanation. she is a real pro!
@lemonke81322 жыл бұрын
Super useful talk, but am i the only one who thinks 18:15 looks better than 18:20? I feel like some of the spookiness of the forest was lost in the de-contrastification
@levisymons2083 жыл бұрын
Thank you, super helpful as a programmer artist
@studio.pentecost2 жыл бұрын
This was sooooooooo good!
@vitotito123 жыл бұрын
Good talk.
@YondaMoegi3 жыл бұрын
Good talk!
@daveyhu3 жыл бұрын
an unexpectedly good talk
@ccalo Жыл бұрын
Pam Beesly
@damie94128 ай бұрын
Nice
@freshstart1083 жыл бұрын
This is a good one. She's absolutely fantastic.
@babasemka2 жыл бұрын
That GoW clickbait tho!
@JoshMarshain3 жыл бұрын
Hel.Yes.
@qazzi24363 жыл бұрын
She looks like Pam from The Office
@eddiefreakinmunson3 жыл бұрын
Ragnarok reveal soon boys n gals!
@spectrobit55543 жыл бұрын
Amy Adams if she was a game dev
@hypejuice13213 жыл бұрын
Come on man.. Baited us with the masterpiece God of War
@krevetka97443 жыл бұрын
Cute girl talks valuable stuff in the way even an absolute me can understand. Bravo!