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DGC Ep 393: Beyond Good and Evil Bonus Interview with Michel Ancel

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Manage episode 423211396 series 125338
Conteúdo fornecido por Brett Douville / Tim Longo, Brett Douville, and Tim Longo. Todo o conteúdo do podcast, incluindo episódios, gráficos e descrições de podcast, é carregado e fornecido diretamente por Brett Douville / Tim Longo, Brett Douville, and Tim Longo ou por seu parceiro de plataforma de podcast. Se você acredita que alguém está usando seu trabalho protegido por direitos autorais sem sua permissão, siga o processo descrito aqui https://pt.player.fm/legal.

Welcome to Dev Game Club, where this week we add to our series on Beyond Good and Evil with Michel Ancel. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown: 00:49 Interview 1:05:23 Interlude 1:05:56 Outro

Issues covered: a one-main game, making a game by himself, being fascinated by computer graphics, not being able to save the first work, a tool for creation, ecological development, UbiSoft's magazine for recruitment, meeting with the big boss, working as an external developer, making a first playable of Rayman, developing an internal team, a big early team, going all in around Rayman, developing internal tools, a female lead, a story-based adventure game trying to be holistic, a difficult and ambitious project, figuring out what to cut and what to keep, defining moments, creating a whole world, not knowing where the boundaries are, wanting to surprise people, cutting the open world/multiple cities, doing everything in the tools they made with a very small team, huge capabilities of the tool, the 100% complete mini-game, coming up with characters and story, telling the story while you play, having a strong vision for the game, integration of levels with cinematic storytelling and camera placement, coming up with the formula, reusing the techniques, the origin of the title, Jade's unexplained traumatic history, enemies doing what they have to to survive, consequences for those close to you, a commitment to internal tech, laying out the development pillars.

Games, people, and influences mentioned or discussed: Rayman, Rabbids, King Kong, Ubisoft, The Intruder, Shigeru Miyamoto, Atari, Brain Blasters/The Teller, Pixar, TRON, Yves Guillemot, Jaguar, PlayStation, Michel Guillemot, 3DStudio MAX, Legend of Zelda, Elite, Starflight, Argonaut, Starfox, Jacques Exertier, Resident Evil, Metal Gear Solid 2, Unreal, Valiant Hearts, Sega Saturn, Nintendo Wii, Fred Markus, Kirk Hamilton, Aaron Evers, Mark Garcia

Next time: Mailbag!

Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

  continue reading

414 episódios

Artwork
iconCompartilhar
 
Manage episode 423211396 series 125338
Conteúdo fornecido por Brett Douville / Tim Longo, Brett Douville, and Tim Longo. Todo o conteúdo do podcast, incluindo episódios, gráficos e descrições de podcast, é carregado e fornecido diretamente por Brett Douville / Tim Longo, Brett Douville, and Tim Longo ou por seu parceiro de plataforma de podcast. Se você acredita que alguém está usando seu trabalho protegido por direitos autorais sem sua permissão, siga o processo descrito aqui https://pt.player.fm/legal.

Welcome to Dev Game Club, where this week we add to our series on Beyond Good and Evil with Michel Ancel. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown: 00:49 Interview 1:05:23 Interlude 1:05:56 Outro

Issues covered: a one-main game, making a game by himself, being fascinated by computer graphics, not being able to save the first work, a tool for creation, ecological development, UbiSoft's magazine for recruitment, meeting with the big boss, working as an external developer, making a first playable of Rayman, developing an internal team, a big early team, going all in around Rayman, developing internal tools, a female lead, a story-based adventure game trying to be holistic, a difficult and ambitious project, figuring out what to cut and what to keep, defining moments, creating a whole world, not knowing where the boundaries are, wanting to surprise people, cutting the open world/multiple cities, doing everything in the tools they made with a very small team, huge capabilities of the tool, the 100% complete mini-game, coming up with characters and story, telling the story while you play, having a strong vision for the game, integration of levels with cinematic storytelling and camera placement, coming up with the formula, reusing the techniques, the origin of the title, Jade's unexplained traumatic history, enemies doing what they have to to survive, consequences for those close to you, a commitment to internal tech, laying out the development pillars.

Games, people, and influences mentioned or discussed: Rayman, Rabbids, King Kong, Ubisoft, The Intruder, Shigeru Miyamoto, Atari, Brain Blasters/The Teller, Pixar, TRON, Yves Guillemot, Jaguar, PlayStation, Michel Guillemot, 3DStudio MAX, Legend of Zelda, Elite, Starflight, Argonaut, Starfox, Jacques Exertier, Resident Evil, Metal Gear Solid 2, Unreal, Valiant Hearts, Sega Saturn, Nintendo Wii, Fred Markus, Kirk Hamilton, Aaron Evers, Mark Garcia

Next time: Mailbag!

Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

  continue reading

414 episódios

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