[Music] awesome well welcome it's a privilege to be here on behalf of our amazing development teams in Seattle and in Alaska to represent a very special project called never alone it's so good to see a few friendly faces in the crowd and I'm happy to be here spending time with you today to describe quite a special project that we've been on for the last two and a half years quick show of hands how many of you have heard of never alone amazing okay this is gonna go great how many of you played the game alright how many of you finished the game alright okay good doing good we've been learning a whole new way of making games and have experienced a depth of purpose of game development that none of us ever thought was possible so it's incredibly exciting to be here among peers to share a little
bit about that experience I recognize that everyone's very busy today there are a lot of amazing talks going on so I'm going to give a quick overview what we're going to be focusing on today we're going to introduce never alone and the people who inspired the creation of the game we're gonna focus on the game's visual style I have a very special guest here today he's going to take the bulk of the talk we're going to discuss how we achieved true infusion of a culture in a game and discuss the impact that the game has had around the world my name is Sean Vesey I'm the creative director on the project if you had told me at any point over the last twenty years while I was working on games about blowing up I would have told you that someday I'd had the opportunity to do something that I love to do make games but make games that have lasting meaningful impact I would have told you you were crazy so it's a bit surreal for me to be here talking about the adventure we've been on I'm here today and I'm happy that you two meet colleague and a good friend of mine dima very own car art director hey guys dima worked tirelessly to appropriately
represent the spirit of a people he and the rest of our team became students of their culture and traditions and he managed to develop a truly signature visual style that's garnered tremendous amount of attention from players around the world I'd also like to introduce you to virtually - a woman named glory O'Neal she is the president and CEO of the Cook Inlet Tribal Council she and her leadership team should be credited with the original vision of creating a game to share and extend her cultures mythology values and worldviews and she challenged us to make a game that we catalyzed the curiosity of a modern gaming audience to develop a hunger to learn about world culture and that's that's what we set out to do two and a half years ago we're members of e line and a newly formed company called upper one games we develop games for evolving minds we believe that games can offer curious gamers eager to expand
their worldview fun entertaining experiences and the kinds of games that we want to make require being adept at forging lasting partnerships these are a few of the group's the foundations and organizations who we work with on a regular basis folks like the Bill and Melinda Gates Foundation Public Broadcasting System the Smithsonian but one of the deepest and most meaningful partnerships that we've forged recently is with the Cook Inlet Tribal Council who introduced us to over 40 Alaska native elders storytellers artists and social entrepreneurs these people are featured in the game through cultural insights you get to hear from their voice aspects of their culture that are contextually relevant to the gameplay that gamers play these ambassadors give us their time their experience in their wisdom and most importantly their trust and we took that trust very seriously it was a serious responsibility that we felt that we had as game developers to uphold their values and to create a game
that would make their community proud and we're tremendously grateful for the opportunity to have such wonderful creative collaborators I'm gonna play a quick trailer for those of you who may not have seen it to get a sense for kind of what we were after in making the game [Music]
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so many of you may not know this but the game's fiction is based on an Inupiat legend called Kanak Sayaka it was passed down for generations and told to us through the living oldest living relative of a man named Robert Nazareth Cleveland he's a man pictured here he was a master storyteller who died in the 70s but he passed down the story of an endless Blizzard and a young protagonist who goes out in the world to find the source of the blizzard and ends up being challenged to restore balance to nature the game explores the theme of interdependence it's a central value of the impact and its explored through the two main characters of the me Batgirl and are unlikely companion an arctic fox each have respective skills and abilities that they have to work together to overcome obstacles at this point I want to turn it over to Dima who's going to discuss the visual style
of the game Thank You Sean I think I'd be here guys and before I start to talk about the visual style would like to kind of go a little bit and tell about my background so I've been able to see more than 15 years now work on a different kind of games for various platforms but I never been part of such an amazing project as never alone it's truly creative project my background I'm a traditional artist and to find the project like that it's really something special I grew up in Nigeria which is like a beautiful place on a Black Sea I graduated from Saint Petersburg Academy of Art with their master's degree in fine art and architecture design early days of my careers I started to work like game designer sculpting toys for
virus clients one of them like lots of them it's like gee it was Disney work with the hospital natella and many more and I come to realization if I can do it in clay why I can do it like actually on a computer and I learned the computer and first job was at super interactive it's back then was a small company and I've been he member and keep I started like working as a character artist and become like a lead artist running a bigger team they're broken uh titles like soul comb the entire SOCOM serious Mac unit 15 and now I'm a happy where am i working at UI media what kinda games like never alone culture games so let's talk about the visual style now what is important like any new any new project you start you need to be
inspired first like you really need to know what you want to talk about you need to set some goals in our case as probably everyone wants to make your game really like beautiful special to find like some kind of a special unique look that stands out from the slew of games coming out every year but most important thing because this game is about people about certain culture this visual style need to reflect the culture need to reflect the people we need to reflect what they what their motivation are but their values and the other thing is important to kind of capture the beauty of the place where they live and kind of more of their other one their third one is like Universal but like any visual design you do they need to support the actual design of the game and to support and extend the gameplay experience but first before saying like
how you want to really to create the game what you really wanted like what you wanted to put there you need to figure out who first and then figure out how to do that because lots of people including me back then and when I worked in another company is just you thinking how to create this shader some kind of a special subsurface scattering here and stuff like but you're really not thinking why you're doing all that and it might be not necessary what kind of message you wanted to deliver and to us because the message is about the college you really need to go and study who these people are so I will gonna give you like really basic information something that you probably can find them online and that's important to understand who these people are they live in your new it's a nuclear people in Inupiaq culture and they live all the way up north in Alaska at a very very top and it's total like around
12,000 people live it up there live in a harsh environment like every temperature in the winter minus 21 degree it's like it's not that it's average that means sometimes it's minus 50 first time we went there it was minus 35 and it's cold like I live like in st. Petersburg I never experienced that cold ever so like it's like minus 35 you don't know what to do it's like five minutes outside you go inside but how these people live they they still practicing like subsisting living so they hunt and it's two different two different groups like one of them live on a coastal the other people live like inland and based on where they live they people from coastal they live they harvest seals whales all
sort of sea animals and people from inland they harvest terrible different type of birds what's very special about these people that we kind of like notice and that's something that we wanted to put in a game and translate that these people incredibly like they they like this because even though they live there their hospitality they every time we come there they just like invite us to their houses and willing to share their wisdom with us willing to tell their story so for us it's like it becomes like almost our family and also like these people have very rich an incredible tradition of storytelling that's something like we're like ok that's worth to tell that's what it's like share the stories I jump here but like I will say like that's the barrel bearer is like that's the first place when we went there
it's Barrow Alaska that's where we went it's like the most northern place in Alaska it's like 5,000 people live there we take like you can imagine that's where Seattle that's where we travel from all the way up there like when people saying how when you're going again into Alaska I'm saying it's not just Alaska it's to better and it's very necessary to pull out here for it to show that because we went to Alaska twelve times we went to Barrow three times and it's a special experience we went first time in the winter it was dark at all the whole day dark it was a winter like maybe two hours when the sunrise and then you go to the we went to pizza and they're like another hour and the Sun Goes Down you're like okay that's it that's something that you can't experience anywhere else and then we went in May that's the picture trick like that's one picture it's 2 p.m. and the other one is 2 a.m. it's like like all day
it's like stepping up it's under the planet Hoth exactly it's like it's just like you know you're in a different world what we did over there so we we met with elders first of all ljus is a huge respect there for elders and people like with the image that you see here it's like Shawn talking to Nene Gray is one of the daughters of Robert Robert Cleveland he is their storyteller and what we did there we would talk to them we're kind of trying to get like what the essence we wanted to like what's important about the culture because what's on the surface everybody understand the year they hunted certain things but for us it wasn't a goal we really wanted to share something special something that there potentially can lose and that's their spirituality and they also talk to kids because kids like talking to kids is always fun
you're asking them like what's your favorite story tell us the story that you really like because we are looking what to find the right story story that we can tell in the game and kids told us lots a lot of stories that help us to kind of understand what is important to them what is the character they're like for example one of the characters like little people it came straight from them like we're asking like what's what what you wanted to talk like tell us like the character that you want to look like what's the special kind of a character and all of them like it's a little people will be afraid of them they live somewhere around us it was interesting so what also we did we met with artists I personally I mean because I'm artists and my background like I am a sculptor so to me meeting the people that I I was introduced to there in a car too you know it hard way back when I was in Academy and I also carve in a soapstone to see actually I need people who behind-the-scenes or like to meet with
them and talk about it was amazing experience so that's on this image it's John craft a really good artist he showed me his latest work and we talk about overall what's important for him and kind of like she shared that's all gave us that is what we wanted to put in the game what we wanted to translate in the game we researched art and like if you look at the art like just what stands out sense I was like they kind of like very like original composition they're using like unique materials materials that only in that land like ivory or baleen they're mixing materials but the most important thing what actually stands out to me is the quality they're really like handcrafted quality every piece they like you feel the love you feel this warm hands of the people of creators the artists and even they're like recreating the game and it's digital one of the big goals and to
bring this quality into the game they want we don't want a digital kind of like impress somebody look how its glowing look at this effect we really wanted to bring this love into the game and it was like one of the goals we talked to the scientists and that's Aaron Crowell amazing guy he study Alaska Alaska and Alaskan people 20 years and we were lucky we went behind the scenes in the Smithsonian Museum and encouraged to show us different tools explain us what how people live - was very very interesting and we participated in a community event like just by looking at this image you're probably thinking like what is that what's going on there we're lucky it's not happens every day but we are right for shown in the same day they caught the whale it was two o'clock in the morning even though it's bright let's go two o'clock in the morning looks like
but we were a part of that so we're pulling the whale with the community 40 feet bowhead whale and celebrating with them it's like everyone there on the snow kids elders everyone it was very amazing like I am like if I can talk one hour just about that because all my friends are asking specifically that part we try mock talk McDuck is in whale blubber the way they cook it they just throw it in the snow and they it sits there for an hour and it's ready to you yep it was interesting too so we got inspired it was like all these trips gave us inspiration that's something that I said is very beginning inspiration we got that the next step mood board so we need to like I really like to it like it's a lot of files and pictures videos we put everything on the wall it's a long world that's one of the examples house a lot wall looks like and
we look at that what stands out what is important what we really wanted to tell how what's like the colors right there Northern Lights something really special it's need to be there people wearing traditional clothing for sure yes and clothing like it's all fur and animals with art the traditional art all that need to be in the game how to do that let's find out that's one of the first images I do but it's kind of a special image to me because that's the image that kind of gave us the direction that's the image that connecting the real world and their spirit world it's what surreal it's not like how we did theirs their spirits in the game but this picture have this soul like like the it's something that we're like okay I wanted to make a game like that so it was very important one the second one also like it's there saturated the
water because it's a lot of water there how it looks like the boat water and for the contrast the white fox this image I don't know how many people saw but that's the image of ice low in a shape and whale the reason why because the new people they really believe everything alive everything has a soul and land has a soul like and everything and in this case like I try I try to imagine how like if that's a I slow how they will move and they not necessarily need to move like ice floes because like they have a soul they can move some kind of different also the beautiful water of Arctic Ocean you can't pass that it's just like amazing colors we have that in a game too and that's one of the first images when we start to draw just the idea of how their village looks like what in the village was but with the
structures there we research two pigs what kind of boats they have and kind of the first understanding how to make the characters what kind of style so that's important work right like I show you five images and it's like now I know what kind of I wanted to make look it's it's important to go through that process so we what we want to do we want atmospheric to capture tundra the space we want a soft rendering the one authentic colors we're basically using the colors that's there from ice from water and hand crafted field they want like you look very important to me that I said like because this love need to be translated into the game that's important quality that imagery taken me that's how under looks like amazing beautiful atmospheric moody but wait we making the platform a game good luck to
make the platform a game in that our mind just really nothing there right like it's no variety okay what I'm gonna do what you really want you want that it was some kind of a one of something to jump on to jump off you where coach how to get it like it's ice it's gray so we're really lucky we start to research the Inupiaq land and with to find this place it's called Kings Island Kings Island it's a fishing village it's built on a steep slope like I saw build on the island on the steep slopes and it just look at look at this structure looks really interesting something that I didn't see before and it's perfect for platform but it's like a platform was very like you like yeah we want to use this that's great the other thing is this trees but the thing is like first
when we start the project everybody said like oh it's no trees there it's like it's too low or too far north no trees but actually a new plant because it's so big inland they have the area called Anaktuvuk pass and actually pass actually they do have trees that's the image of an activity pass that's where it's located it's between to the river Anaktuvuk and john john river the way actually our story of like the person who translated the story is from Anaktuvuk pass and we were happy about that so we can use branches as a platforms and ice low of course just look at this image look isn't that inspirational just by looking at the image like that somebody said make a game about this it's easier to make beautiful game just look at some of its colors coming out its atmosphere different shapes for us it's like a clay you can build motor
it's a sculpture in the water and for designers is what they can do whatever they want they can it's like really good material to work with so we found the locations and we start the project kind of like okay we know where we go we know what we want we will know kind of what kind of colors we wanted to do and that's the image and Todd like that's real images from bearer and below that's kind of the image from the game early image from the game but like important to have like kind of a palette like I don't want to like when I give the like we're working and trying to figure out like the range of the college you do not go and just like all the colors in the world like you're really like that's my range that's what I'm gonna use so for tundra that was the range and we start the process so that's kind of the game looks like like it's a very beginning as you just look like that what's happened you know one second
sorry guys we crashed the system is awesome covered so that's how we start the game built in 3d that somebody like we use unity we didn't know unity we start the project it was two hours me and a really good friend of mine casing a doll and we'd never I mean all my experience 3d games I don't know how to do 3d games and which is okay let's learn at least one thing unity that's not to figure out how to do 2d games so we just 3d and that's how it looks it's not bad from the beginning but look how you can improve what is important first thing we did like we did we in getting so I'll just go here and just it's kind of framing the whole thing and it's easier it for you to to look at look to see what's important you looking at get the characters and a character path but like when you look at the background like and the background this kind of noise
especially that the game that we're building it's a 2d game you're going from left to right up and down you can't really travel in depth that there's too much of an information you don't need to go there it's actually suggested to go but you can't kind of give you like a different vibe than not the right way so what we did would blur everything just like a depth of field and that was one of the ideas to make a really soft rendering game but it's also help you to focus on the character focus on the path and everything else is there but now I don't need to go there I don't know what's there and the third one very important in my opinion is to highlight the path I will go here and show you so highlight the path critical because it kind of tells you like you go right especially when it's the ledges I'll show you more examples later on but that's kind of finalized the look so when we got that that's the formula
that's a formula of never alone that I just show you in five minutes it's easier to explain to the artist the only thing we built the game I do like my normal day I do like 5-10 painters everyday just paint on top like I grab the screens if I see something that not following the direction or some too much things going on in the background distracting I will just erase that smooth it I'll change it and everything again but that's the process very I think it's a simple one so it's another pallet that's a village pallet a little bit warmer real images over there and the game is done so look again we set up there the kind of range of colors and that's the image from the game very important is composition we were lucky because we have control of the camera we know where's the camera where is the character gonna be we really like said like okay I wanted to I wanted this
bridge I wanted people to see it because it's about to collapse or collapsed already you need to be there I wanted to see like I want to compose their shots and because the nature of the game you can't do that that's huge ice caves another palette one of my favorite and like you see like I explained you like the path that we highlighted if you look at the top of the ice lows it's highlighted an account we collide we not use it we actually it's important also important we use only one light directional light everything else is painted painted convergences so with paint vertices and that's the artists they paid artist a painter Berta sister to tell you I can come out on the left or I can come out on the right I can't go in depth I can go anywhere I can just can do these two things frame the shot another like it's a big if something big about to happen we need to understand what to do how to solve the puzzle frame in coastal
village palette also interesting one because it's the whole palette is desaturate it's very dark the only thing its saturation come from the northern light very bright and green so this again like it could be really dark but look at the planks we highlight the planks it's not realistic but it's a nice contrast to have an image that's the amazing creatures that's amazing story and this story I really want to hear to hear directly from the community that's one of the examples of our culture insights we have 40 minutes of culture inside we actually recorded 40 hours of culture insights and we boiled down to only 40 minutes but through the whole game lots of you guys already played the game we kind of like unlock culture inside so to me it's like it's really really special material so I wanted to share it specifically this
story when I was young my mom whenever the Northern Lights came out she just whistle boy they come alive just keep whistling and that Aurora well she just like you know you can almost hear it and then she explained to me a little bit later that those are children and children who've passed away when they're children you don't want to draw them in too much you know is what she said because then they could play football with your head play eskimo football and that's what they want to do they're always playing children that don't play out without your foot on if you had don't have your hood on the Aurora person is going to come down and chop your head off and play ball with your head it wasn't like they were
trying to do bad you know or it was like a scary story or anything like that it was just that's what that's how it was that's what it was great story right I mean I would like to talk now like let's go to the character development really quick how be developed characters first inspiration that comes from in a pea cart and from the real people on the right you see the little girl wearing canoe pig Parker traditional clothing made from the cable and on on the left you see their art it's traditional art that's the sculpture and the graphics so the whole process because we wanted to represent the culture not like to create some kind of a unique looking beautiful goal the goal or people that actually reflects
the culture and like like if you're looking at the the in there or in this in the middle they kind of fit it feels like it's from the same world and that was the the very important quality even when we present our thinking behind about our characters that's how we present the community we're not just drill like this kind of looking go like we want we present it like that and for them it's like first of all it's interesting to see our thinking pause they're like they it's not like they even realize but they're like yes that's what we really like the characters like that because it's very subjective I would spend like 10 years working on the characters it depends what you do some people want this other people want that North Korea sorry I worked like a sore comment was like the girl from South Korea and for them it's she's beautiful but for European is not and it's like it's a lot of different things but I want to talk so like the two main characters Joel and
forks and what's important like Gulch is like a brave girl going through on this journey fearless and forks is a companion is the other chord it's very cute and very fast small can get in small places playful but it wasn't that easy for us to figure out first of all like why we did the go like lots of people said them not like lots of people asking and that was kind of a debate even internally because why we're not making a boy a boy is not the main character and we felt like because it's not a kind of violent game it's a game about you to understand the role tune to the world to figure out what's around you we felt like golf is the better character because like we don't have weapons we're not fight we're not doing anything kind of like fast and violent
but there are the reason so like it fits better for that for this kind of game and the other reason we feel like your characters female characters are very underrepresented any games or if they present it they represented like in such a kind of stereotypical way that we really would like to change third one very personal we all like short as two daughters I have two daughters but I never play games with my daughters because it's like all my experience before it was like shooting games they have no interest to play games like that and like we thought like if we'll make a game where the girl is a main protagonist it's a high chance and actually in fact that's the first game I played with my daughter we enjoy time together so it's like that's why and there Fox it's also wasn't that easy for us to decide because at the very beginning we saw that yeah we do want to have the Fox but when we show to the
community members like that's the that's goal and that's the Fox they liked it but some of them approached us and said like you know what here in Alaska we really teaching kids not to play with Fox because they have rabies maybe you can change the character on something else like a dog or maybe a move or maybe now and I haven't dead like this very lucky image you started kind of thinking how it's going to look through like different variation but it wasn't just images we spend three months of the development redesigning the game making the game with a bigger animal with a wolf it's kind of like we had to change the design a bit but like still it's we were not satisfied with the result it was kind of feels like the goal becomes less important there other character the rule becomes like stronger and more powerful and that wasn't the goal we wanted to go to being more important and we came back after present like the new
design present everything but we said like we really feel that goal and the Fox is a better combination it's better to build it better to build like this warm feeling between them and that's what we asked them for permission and I said like okay you did the job we see why what you're talking about it's like and they agree that we can leave the Fox in the game so that's kind of my process of design concept in the characters it's not like I did it before for other games but for this one it was feels like really natural I do all the images in black and white just kind of a fast sketches to get the proportions to serve but the thing is like because it looking that kind of stylist instantly start to look like it's indigenous kind of images lots of people mistake that they're saying like I'm kind of indigenous artist dangerous or like Native artists so that's why I'm kind of a little bit proud I said like after two years and two and a half years of development I didn't learn a new clear
language and couple words but I learned how to join people don't even know and I wanted to show you like this character that's a bad guy guys who know like it's a manslayer and like I said like because people really warm they're like like there we wanted like even the bad guys shouldn't be like really a monster we're kind of like he's back to chasing here but like we don't want to make him like evil so I kind of feel like if I was sit with this guy's around the fire I would be able to kind of chat with him and he will warm it up so that's also kind of part of the design and besides just a normal characters the cover supernatural characters characters they can shift from animals to people and from people to animals so I wanted you to hear from
our writer Ishmael hope what their story why that happens also like I went sailing tomorrow Ishmael is going to be here he's a great guy he's a writer in our game and he is going to do the presentation at 4 o'clock I believe with Sean talking about this story and let's [Music] we're taught that there's no hierarchy it's not everything else and then man you know humans on top and they're separate from everything we're taught that everything is equal and that all the animals have a human form or it can be seen in a human form and so they have just as much or more intelligence you know in fact have a lot to teach people
and so that's how these transformations could happen it's if the animal wants you to see it in its human form there's a story where a man comes up to an ice hole and then there realizes there's there's another man in his parker that's that's got stuck in the net you know and it's just stuff like that oh can you can you let me out please help me you know and so then he lets the man out but then realizes that was actually a a seal I was a seal man and just because that seal wanted that help a seal allowed itself to be seen in human form [Music] it's great that's on the left that's one of the characters like that it look big
he transformed from all to the person it's kind of keep ours in abeyance and wisdom but the process the same creating them also based on the Arctic dolls and masks and real people and it's the game is the kind of sketch of him and that's how he looks in the game and that's the people that has had little people the people that the story that we heard from kids and then we start to ask her all the other people on day they're really like seems like believable because like I asked little the lady she was like around 55 and tell me the story of how she been chased by the little people and I like start asking like more like tell me like how big their arch is like like that like are they dark how are they for about what they where they were a traditional clothing and they're like maybe you mistake him it was a dog now it was a little people it's really hard to understand where it's truth but it's not but everybody talks about that about
like their presence or they live somewhere and like they actually live underground and they're coming out and they steal things they're kind of a leprechauns in Inupiat world they've very strong to they can lift the caribou and can live like big rocks like that and that's how they looks in the game them stealing drum so like now I would like to talk about world of spirits and that's kind of probably was one of the most challenging things for us to do because worlds of spirits at the very beginning we design the game that way so like you can go you can be in real world and then you can go in a spirit world and it our designers really wanted to have the button there that you can press and go in one road and then press a button and go to another one and they wanted to have this control controlling this to world rules and it was compelling design and it was it worked but when we show it to the community and
Oscar guys and they we like we like that what do you guys think and they're like like listen and look at us and they're like you know it's not that easy it's no button in the world that we can press and go from one to another it's not undemanding it's a one world where is like spirit and real world they believe it coexist in one place and to see them you need to earn it you need to kind of be good we need to be a good hunter you need to respect the community you can't really press the button it's just give them the wrong feelings and we're like okay that's that means we need to change things and that's actually one of the examples how we work with the community they because of that kind of conversations or their advices we need to change the design and that's not just to change one image it's just change our thinking how we think about the world and that's that's a big deal and I want
to like that's one of the most inspiration I really like you to hear about Selah from their community because it's very interesting and very spiritual [Music] Celia is the weather it also means the atmosphere her stamina or the land and it's anything from the land into the moon the Sun the Stars that Celia it's a it's a very spiritual and we have a relationship with SIA SIA has a soul in the same way we do as people in the same way animals - I think spirit helpers in and of themselves are really about how we're connected with things and so it may be that there is a spirit helper that shows themself as a
bird to show you the way home or it may be a spirit helper that actually decides to show themselves with the face and body of a man instead of their animal form and so I think one of the things that's hard to understand is that it's not one way of seeing things it's one way of knowing you're connected to everything we've always had that spirituality of everything around us it's the interaction you have with the air you breathe the ocean that you gather resources from the rivers from which you gather fish the tundra from which you pick berries the animals that give themselves it's all of all of that it's beautiful so like how we develop the spirits visually it's also like inspired by their art that's like one of the examples and I will show you the image that I do like for they've like
one of the sketches for our spirits in the game and that's how they look in the game it's very important not just how visually but also how they move in the role like very slow kind of dreamlike moving that's another examples of spirits quick sketches I didn't like but important to kind of like they know the Jassa platforms it's something to live on something lives in this world and that's how they look in the game already I'll go a little faster but that's another example of them what you see right now here is screams aah screams sure like lots of people like really like how the way how we did like 2d animation to tell this story but I wanted to tell you how that happened what screenshot is it's a very beautiful form of art traditional form formal form of art for new dates and it's one of the
ways they tell this story and pass the story from generation to generation so they carve on baleen or ivory and when we saw this piece in anchorage museum its kind of caught our attention look like like by just looking at that it feels like it's some kind of a story there something going on and we're like why not to tell the story that way why not to take that kind of a quality of the screenshot and tell the story and I remember like I was we might be we're flying on the plane and they're like really quick drawings like a storyboard what we can't do and then we develop this kind of style for that so it's you can animate and our talented I made and Fanny kind of breathe their life into them and recreate their screenshots so what I wanted to tell you about the importance of the inclusive development like that's me wearing their soccer snow goggles but this image is just I like
that but like it's not it's kind of a symbolic image for us because that's what when we put this glasses on we're trying to pretend that we we are a nucleus like what trying to understand what they see how they see the world that's very kind of the whole process the culprits is not us we have the idea let's do that the process is what they see and how to share what they see with the rest of the world so without this kind of work we wouldn't be able to achieve what we achieved like we wouldn't H to achieve there I think this their the look of the game that we and and the most important authentic the look the look that represent the people who live there I wanted to say that we got like be blown away by the and live like we were nominated so many awards we like BAFTA there next we'd like to read a game games of word year
and dice award but like the most important thing they also really like in many many publications but the most important is the reception from the community and that's something that really touched us and moved us because when people see the game they really feel that that's the game about them that's the game that represents them and that was the goal I wanted you to hear what is young gentlemen we met with him and encouraged during the youth and elders conference and I wanted you to hear what he said yeah as soon as I heard that native words I'm like and only God likes of culture this is ghoul and 25 year old Winston Gregory was instantly cuz me this is the way I want to teach right here exactly this way right here it's really nice
it's actually makes me feel happy to be a native Marty Glaser Channel 2 News so what he just said he said it makes me be happy it makes me happy to be in native it's very powerful if somebody actually happy to be who hears and actually be proud of their culture and I think they couldn't ask more that's as a result I think we achieve everything what we wanted to achieve we made some people happy and I think I'm satisfied with all this and we want to make more games and we want to make more happy people I wanted to say Chi Ana and I wanted to say thank you everyone for being here and listening this [Applause]
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Distilling the key insights…
Game Developers Conference · 2026
Thomas Brush · 2025
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