![]() I asked Gareth to offer some detail on how he collaborated with Moon Studios, step-by-step, to build the game's excellent score. They all just blend so well together, feeling as though the art informs the gameplay and vice versa. I ultimately think that reflects in the game's combat, visuals, and music, as almost uniquely cohesive - creating a whole that can be difficult to separate into different parts. Moon Studios' size created fluidity and agility, with everybody talking directly to each other, rather than going through leadership and other middle-management connective tissue that you often seen in larger teams. I think we all felt the synergy between all of the elements. And I don't think it's particularly common. Not just putting the music together, but also the pacing, the editing, what we show. ![]() I had a big say in how all the trailers were put together. We had people jumping on all kinds of things that weren't necessarily in their actual job title. And to go and do it and to be proactive and ask questions. The onus basically is on you to find out what needs to be done. "We all have access to everyone else's material. Gareth Coker gave us a few more insights into Moon Studios' fluidity, and their uncanny ability to very closely marry all of their game's different elements, into a tightly-knit, cohesive whole. ![]() Moon Studios was always a bit unique in this regard, already designed from the ground-up for the ability to work from home. Every game studio has its own culture, many of which are currently being upended by work-from-home practices stemming from the global pandemic.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |