![]() ![]() Job Simulator was ‘okay, here’s your station, essentially in all these different locations.’ And that’s where you’re contained. As it’s hopefully evident from the trailers that we’ve released, you’re in a school space station where you’re able to freely teleport around. CGMagazine: Speaking of space, what were some of the challenges you faced from taking those concepts? And laying it out in this large 1:1 scale VR world for players?Ĭarrie Witt: I feel like that was one of the biggest challenges in Cosmonius High, coming from Vacation Sim and Job Sim. Let’s use bright pinks and purples and get really colourful to make this unique and our own concept. Look at all the different ways that space has been represented visually in more traditional art.’ How can we pull some of that into this game space where, I’d rather not have a scary black overwhelming look to the experience. Then taking influence from various illustrators I like and seeing how they depict space and be like, ‘okay, cool. So that was a big touch point in the beginning. Cosmonious High was an opportunity to be like, ‘okay, cool, we focused so much on subverting the familiar in Job Sim and Vacation Sim so now let’s start from something alien and work from the ground up and use it as a place to explore all new different aesthetics, powers and interaction mechanics.’Ĭosmonius High (Concepts & Influences) – Owlchemy Labs/Carrie Witt Rick and Morty: Virtual Rick-ality – Owlchemy LabsĪ big factor in what we did for Jobs and Vacation Sim was dictated by what resources we had available to us on the art side that kept things simple enough to fit the workload but still be cool and unique in its own way. As far as art direction goes, Cosmonius High took a completely different approach to what we had done previously. Since this is a new IP, we’re using that as an opportunity to try and improve on all of those things. So much of what we’re doing with Cosmonius High is building on the successes and learnings from Job Simulator, Vacation Simulator, and Rick and Morty. What was the biggest change you had to make in your work process on Cosmonius High?Ĭarrie Witt: Oh, man, that’s such a big question. CGMagazine: Cosmonius High is a clearly different game from the Job Simulator and Vacation Simulator series of games. Along with the team’s current challenges in development and species players can expect in VR. Through Art Director Carrie Witt, we learned more about how design choices translate into gameplay. Both serving as Cosmonius High‘s levels and sending the right amount of flashbacks for older players.ĬGMagazine took an opportunity to sit with Owlchemy Labs for an early glimpse into Cosmonius High. A few surprises come from the various classes players take. Blasting off towards a new semester in the game’s titular school. ![]() In this process, Cosmonius High turns players into an alien. Then adding a fun spin on daily tasks for added measure. But with more than enough science fiction flair inspired by retro futurism. According to Witt, it still retains Owlchemy’s distinctive visuals which take players away. Through the studio’s next IP, Cosmonius High puts players back into a classroom. For a brief moment, Witt finds the effect “especially positive,” by creating a believable world that’s also fun. Job Simulator and Vacation Simulator both provided a gateway for players testing the VR waters in digestible experiences. To letting players commit professional sacrilege at fictional workplaces. From turning less glamorous jobs into fun levels. Waiting for early owners was Job Simulator, which was Owlchemy’s first foray into VR games. When true consumer-level VR headsets like the HTC Vive first brought immersive games forward. The Art Director at Owlchemy Labs found this special satisfaction as early as 2016. ![]() All while reminding them it’s okay to let loose and have fun. Three VR games in, Carrie Witt still finds her best joy from convincing players what they see is real. ![]()
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