The Distributed Art Direction of Edith Finch (Chelsea Hash, Giant Sparrow)'What Remains of Edith Finch' had no art director, or it should be said it had no "one" art director. In what may have been the most appropriate fashion the strange fiction of the Finch Family was brought to life by the eclectic family of developers that passed through the doors of Giant Sparrow during its 4 years of development. This talk outlines the key directional breakthroughs, and how they were brought about by members of the team, forming the final "single auteur" aesthetic of the "triple I" game. Like a family, there were disagreements both long and brooding, and bright and fiery. With each persons taking up an oar for direction they dedicated a part of themselves to the final product. The contrast between the bits of people's hearts and the rough edges that couldn't be sanded down are a part of the final product for which the Giant Sparrow team is glad they shared the load of Art Director. Visual Language of 'Electronauts': An Immersive Sound Based VR Experience (Justin Coury, Survios)Justin Coury, Lead Artist at Survios, shares how they developed a visual language to embody the immersive sound based experience in the VR music creation tool, 'Electronauts'. From futuristic environments to character design and intuitive instruments, Coury will discuss how immersive VR can be otherworldly and intuitive at once. He'll share many of the design challenges that helped bring the 'Electronauts' world to life and how the team made visual decisions to complement the Music Reality Engine to give every user the power of personal expression through music.