Video: Art directing the procedurally-generated dystopia of We Happy Few
How do you craft a deliberate, cohesive art design for a game that's procedurally generated?
That's exactly what Compulsion Games' Whitney Clayton covered in her GDC 2017 presentation on the art of We Happy Few, the studio's procedurally-generated game set in a '60 dystopian drug paradise.
Clayton shared an earnest look at the ins and outs of We Happy Few's pre-production research, world building, and production challenges, talking ultimately about how to make a procedural world more interesting than those that have come before.
It was an intriguing talk that exposed some of the strengths and weaknesses of procedural game design (at least when it comes to aesthetics); if you missed it in person, don't miss your chance to now watch it (for free!) over on the official GDC YouTube channel.
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