{"id":13415,"date":"2018-02-22T00:17:00","date_gmt":"2018-02-22T00:17:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314853"},"modified":"2018-02-22T00:17:00","modified_gmt":"2018-02-22T00:17:00","slug":"video-how-color-defined-the-visual-rules-of-shangri-la-in-far-cry-4","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/22\/video-how-color-defined-the-visual-rules-of-shangri-la-in-far-cry-4\/","title":{"rendered":"Video: How color defined the visual rules of Shangri-La in Far Cry 4"},"content":{"rendered":"<p>When Ubisoft\u00a0Toronto was approached by Ubisoft\u00a0Montreal to collaborate on <em>Far Cry 4<\/em>, both studios knew they needed to bring the mythical place\u00a0of Shangri-La\u00a0to life in a way that felt unique and consistent with the world of <em>Far Cry.<\/em> So how did they do it?\u00a0<\/p>\n<p>In this 2015 GDC talk, Ubisoft Toronto&#8217;s Joshua Cook explains\u00a0the\u00a0development process in regards to defining the look of a unique world within a world for <em>Far Cry 4<\/em>.<\/p>\n<p>Cook also discusses how color can be used to define the visual rules for a\u00a0world, and how to create an emotionally impactful experience that complements the core experience of the game.<\/p>\n<p>Artists curious\u00a0to hear\u00a0how color was utilized in <em>Far Cry 4<\/em> can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=XUz7ZiR0RvY\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When Ubisoft\u00a0Toronto was approached by Ubisoft\u00a0Montreal to collaborate on Far Cry 4, both studios knew they needed to bring the mythical place\u00a0of Shangri-La\u00a0to life in a way that felt unique and consistent with the world of Far Cry. So how did they do it?\u00a0 In this 2015 GDC talk, Ubisoft Toronto&#8217;s Joshua Cook explains\u00a0the\u00a0development process [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":13416,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-13415","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13415","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=13415"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13415\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/13416"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=13415"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=13415"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=13415"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}