|Art Direction Autopsy: X-COM: Enemy Unknown
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|In re-imagining XCOM, we set out to redefine a genre and innovate on what people expected from a turn-based strategy game, while maintaining the core design mechanics that made XCOM great. This session will explore the visual timeline, from the initial pitch movie to the final product, and all of the adjustments in between. We will discuss the visual goals for the project, and how the art direction evolved over time to support the design and systemic nature of the game. Additionally, we will look at the impact of the art direction on the production process, and how a less common approach helped us to achieve a cohesive visual experience.