{"id":4147,"date":"2017-11-02T20:00:00","date_gmt":"2017-11-02T20:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/308912"},"modified":"2017-11-02T20:00:00","modified_gmt":"2017-11-02T20:00:00","slug":"dont-miss-forging-the-creative-vision-behind-for-honor","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/11\/02\/dont-miss-forging-the-creative-vision-behind-for-honor\/","title":{"rendered":"Don&#8217;t Miss: Forging the creative vision behind For Honor"},"content":{"rendered":"<p>It&#8217;s been barely two years since Ubisoft first announced its fantastical stab-&#8217;em-up\u00a0<em>For Honor<\/em>\u00a0in 2015, but the story of how the project got the green light stretches back much longer than that.<\/p>\n<p>At GDC 2017, creative director Jason VandenBerghe took the stage to deliver a passionate presentation about the creative processes\u00a0that propelled <em>For Honor\u00a0<\/em>into production and guided everyone on the team to collaboratively produce a game that is, in his estimation, true to that original vision.<\/p>\n<p>It was a fun talk, in part because of VandenBerghe&#8217;s fiery speaking style but mostly because he offered fellow devs a guided tour\u00a0from the games original conception straight through to its big reveal.\u00a0In the process\u00a0he also shared\u00a0techniques that his team applied to maintain a cohesive\u00a0vision across all the phases of development.<\/p>\n<p>If you missed out on seeing this talk earlier this year, don&#8217;t miss your chance to now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=SN8RjXYjJe4\">watch it\u00a0for free over on 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 new\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, GDC Europe, and GDC Next already 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>It&#8217;s been barely two years since Ubisoft first announced its fantastical stab-&#8217;em-up\u00a0For Honor\u00a0in 2015, but the story of how the project got the green light stretches back much longer than that. At GDC 2017, creative director Jason VandenBerghe took the stage to deliver a passionate presentation about the creative processes\u00a0that propelled For Honor\u00a0into production and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":4148,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-4147","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\/4147","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=4147"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/4147\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/4148"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=4147"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=4147"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=4147"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}