You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

Art Direction Autopsy: X-COM: Enemy Unknown


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.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC 2013
  • Greg Foertsch
  • Firaxis Games
  • free content
  • Visual Arts
  • Visual Arts