GDC 2021 has just started and I’m proud to announce that I’ll be doing this year our first talk for this event, The magic of designing levels… in VR!
It tells the story of how we worked on the level design of our latest game ‘Maskmaker’ and how we’ve been able to build the most complex levels we’ve done so far, using mostly VR native tools like Gravity Sketch.
At Innerspace we’ve always been eager to find more efficient ways to create VR content and make our worlds more compelling, but we found that working “for VR, from VR” actually improved the design process a lot, especially during the prototyping phase. With Gravity Sketch we were able to work more rapidly, we were more creative, more focused during our design sessions and above all it was a complete blast to be able to do all this collaboratively! (needless to say during the pandemic). As it now became an essential part of our production pipeline, I wanted to share this inspirational experience with as many people as possible out there, especially the VR folks!
So if you’re curious, the talk will be held online and scheduled for Tuesday, July 20 at 10:50am (PT).
For those who are curious but won’t attend GDC, here's a medium post with the essential bits and learnings of the talk:
And finally, here’s a glimpse of the process and result of the work we’ve done:
Balthazar Auxietre - Creative director.