
Real World Inspirations in Tchia with Awaceb's Phil Crifo
The AIAS Game Maker's Notebook
The Arbasset Team's Cinematic Process
I really wanted to give the game that cinematic treatment because I think it's the ultimate way to get out the most emotion and the most grandiose aspects of anything you're trying to portray. We don't have narrative systems to tell the story in the game. Like we don't like have automatic like dialogue cameras or anything like that. It's all like when there's a story movement, it's bespoke. It's like framed on purpose and animated on purpose, which was a lot of work. And the pipeline was fairly simple to be honest. The most hard work was, as Phil mentioned, the keyframed animation. But our art style kind of allows for some shortcuts here
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