

Technical Artist Jordi Ministral: The biggest challenge when producing the game was transforming the environments. Was it challenging to get the same levels to look equally stunning across various seasons? With the game's unique time-bending mechanic, snow in an environment can spring forward and melt to reveal flowers underneath.
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Fantasia, for instance, was a huge inspiration visually, and serves as a great example of how to create emotion and a wordless narrative with coupled with a soundtrack.Īlso, in terms of animation and color palettes, we took inspiration from many Pixar films, particularly “Up,” which uses it effectively to play a big role in influencing narrative arcs. Studio Ghibli, of course, but also a lot of classic Disney films. Still, our main influences actually come from traditional hand-drawn animated movies. It is minimalistic, too, but its simplicity comes from a lot of work, and it has an outstanding attention to light and atmosphere. I would say that Inside would be the most obvious influence. Still, we are gamers ourselves and we are influenced by what we play. Vaello: We try not to use other games as references when building our own because we believe leaning on references outside the industry will make our games more unique. Were there any games or works of art that influenced the look of Arise? In video games, it’s common to just add as many things as the budget and GPU can handle to “enrich” the visuals. It was an exercise of self-restraint, especially in the bleaker chapters. In the end, it’s all about conveying an emotion: cheerful, melancholic, sad, etc. For this reason, each of our levels has a different color palette with a dominant color. If you add too many elements into a scene, your attention is drawn to each individual detail instead of the whole.

We were also telling a very emotional story, and we wanted the emotion conveyed in each level to. We spent a lot of time experimenting with the lighting and atmosphere because those are elements that really set the mood of the game.


First, we were telling a simple story and wanted to translate that simplicity to the art style, but we didn’t want to go too low-poly or low-fidelity. How did you come up with the artistic vision for the game?Īrt Director Jose Luís Vaello: There are multiple factors to take into account here. Finally, they walk artists through their workflow and talk about how they created Arise’s lighting, VFX, and animation systems.Īrise features a very imaginative, minimalist art style that is at times playful, enchanting, and mysterious. They share their philosophy for how colors and shapes can be used to convey different moods and delve into how they created the game’s innovative rewind mechanic, which allows players to forward and reverse the flow of time. The Piccolo devs talk about how they looked outside of the gaming industry for inspiration, most notably at Studio Ghibli and classic animated Disney films. To see how the fledgling developer was able to create such a charming, minimalistic look, we reached out to several members of the team. I was captivated by the visuals from beginning to end.” The game’s art direction, in particular, was heavily praised with sites like PlayStation Universe stating, “ Arise has an amazing art style. Despite stepping into unfamiliar territory, Piccolo’s first title, Arise: A Simple Story, garnered great reviews, which is a rarity for a brand new studio. Considering the studio founders were not only financially successful but earned many accolades in their previous roles, this departure equated to a significant gamble on their part. New Spanish studio Piccolo formed when partners in the digital advertising industry decided to quit their financially stable jobs working with big brands such as Nike and Coca-Cola to pursue their game-development dreams.
