{"id":62306,"date":"2018-11-14T23:31:00","date_gmt":"2018-11-14T23:31:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/330712"},"modified":"2018-11-14T23:31:00","modified_gmt":"2018-11-14T23:31:00","slug":"video-how-bound-creates-emotion-through-ballet","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/11\/14\/video-how-bound-creates-emotion-through-ballet\/","title":{"rendered":"Video: How Bound creates emotion through ballet"},"content":{"rendered":"<p>In this GDC 2017 session, Plastic&#8217;s Michal Staniszewski\u00a0discusses\u00a0<em>Bound<\/em>,\u00a0a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements.\u00a0<\/p>\n<p>Staniszewski showcases the iterative process behind the game, explaining how only 10 percent\u00a0of the original design doc was implemented in the final product.<\/p>\n<p>He focuses on instances\u00a0when the ballerina character and procedural generation of the world were implemented, and how the outcome of those decisions were\u00a0presented during emotional moments of the game.\u00a0<\/p>\n<p>It was an\u00a0insightful talk that&#8217;s still definitely worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=PguaPxGC86Y\">freely available 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 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><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2017 session, Plastic&#8217;s Michal Staniszewski\u00a0discusses\u00a0Bound,\u00a0a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements.\u00a0 Staniszewski showcases the iterative process behind the game, explaining how only 10 percent\u00a0of the original design doc was implemented in the final product. He focuses on instances\u00a0when the ballerina character [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":62307,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-62306","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\/62306","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=62306"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/62306\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/62307"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=62306"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=62306"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=62306"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}