{"title":"The Creativity Process behind GRIS","authors":"Adrián Cuevas","doi":"10.1145/3311350.3357717","DOIUrl":null,"url":null,"abstract":"GRIS is the journey of a girl dealing with the most painful experience in her life. Explaining this story with no words or dialogue has been a great challenge for Nomada Studio. Adrian Cuevas will explain the process of creation for GRIS, showing the different tools, references and ideas that were used during the production of the game. Art, Music, Animation, Game Design, ... everything is extremely important to have a consistent narrative and engage the player with a story that will not be told. On top of that GRIS targets all kind of audience, even people that are not used to play video games. This will brought more challenges to the design and construction of the game. Adrian will talk about some of the decisions that were made to make the game more appealing to non-gamers.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"153 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3311350.3357717","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

GRIS is the journey of a girl dealing with the most painful experience in her life. Explaining this story with no words or dialogue has been a great challenge for Nomada Studio. Adrian Cuevas will explain the process of creation for GRIS, showing the different tools, references and ideas that were used during the production of the game. Art, Music, Animation, Game Design, ... everything is extremely important to have a consistent narrative and engage the player with a story that will not be told. On top of that GRIS targets all kind of audience, even people that are not used to play video games. This will brought more challenges to the design and construction of the game. Adrian will talk about some of the decisions that were made to make the game more appealing to non-gamers.
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GRIS背后的创意过程
GRIS是一个女孩处理她生命中最痛苦的经历的旅程。对于Nomada工作室来说,用文字或对话来解释这个故事是一个巨大的挑战。Adrian Cuevas将解释GRIS的创作过程,展示在游戏制作过程中使用的不同工具,参考和想法。美术、音乐、动画、游戏设计……拥有连贯的叙述并让玩家沉浸在一个未被告知的故事中是非常重要的。最重要的是,GRIS瞄准了所有类型的用户,甚至是那些不习惯玩电子游戏的人。这将给游戏的设计和构造带来更多的挑战。Adrian将谈论一些让游戏对非玩家更有吸引力的决策。
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