There was this one time at id Software when we were working on Quake 2 and everyone piled into Paul Steed's office to check out what Valve was doing was our tech. And there was a cinematic scene with characters moving around while a crane operating and multiple cameras panning around to convey some element of the narrative. Proper cinematic storytelling using the Quake engine!
And I let out a breathless "WOW."
The whole room turned around and scowled at me.
Ha. That was the moment I knew, "OK, well. I want to tell stories with this tech. And these guys don't."
That was why, on the day I was fired from id, I first cried... and then driving home with a box of my crap in the trunk of the car, I began smiling. Then laughing.
And the first chance I was given to do something on my own with that tech? Well, I pushed it as hard as I could in relation to surreal visuals and cinematic storytelling.
26 years later and I can still say "Wow."
Katana Zero
Hotline Miami
Blasphemous
Dead Cells
Last Faith
Deaths Gambit
TBOI
Mewgenics
Supermeatboy
Shovel knight
Jump King
Cave Story
Undertale
Celeste
Pizza Tower
Brotado
Blue Prince
Fnaf
Bendy
One shot
Nine Sols
Castle Crashers
Enter the gungeon
Hades
Tunic
I want to understand how a company with hundreds of employees that was bought by Sony for almost $4B can't produce all its key art and design internally.
I worked in tiny companies and even those had dedicated staff doing all brand design work in-house.
Seriously,explain pls.