At Danish independent game studio KnapNok games, we have worked hard to bring our visions of alternate modes of play to consoles and mobile devices. We want to challenge traditional thinking about digital games, explore new input devices, and facilitate highly social play situations.
In the process, we've learned a lot about what it takes to stay afloat as a small game studio, and especially the value of staying versatile and quick on our feet.
Blender, with its quick release cycle and open development, exemplifies many of the same values. Along with Unity 3D, it is a key part of our pipeline.
The talk will outline KnapNok's thinking and methods when approaching a game production, and how we try to remain creatively versatile. Then, we'll have a look at the day-to-day specifics of the Blender to Unity pipeline from the (slightly unusual) perspective of a combined art director and technical game artist.
Also expect some sharp opinions on the industry, on various software, on the state of education and the role of aesthetics.
We'll see specific examples from "Slowmo Showdown" (Xbox360), "ERVAX for 2" (installation), "Cloud Chamber"(PC), as well as KnapNok's current project, "Affordable Space Adventures" (Wii U).