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Noemi Pischedda:

Updated: Jan 9, 2022

About the Speaker:

Noemi is a artist at Playtra she has worked in different field there as a charater designer, prop / environment designer and comics / cutscenes all for the game gridforce.


Noemi's journey in playtra: throughout her time working at Playtra she had different roles as charater artist / prop designer but at one team meeting discussing how to make cutscenes with the resources the studio has and talents they use. The way they did this was by realising that Noemi can make comics as this would get the information across while still feeling like a story and not just a wall of text that would 'ruin the player experience'.


Problems and Solutions: This would open up people to work on different things, as well as this being good it did have some cons it took a lot of time to get the finished coloured comics up to a good standard. This had a simple solution, go into black and white, this meant she didn't need flat colourist to help her and cut down development time.





The reason it worked so well for me is partly due to the flexibility of the indie studio, this studio allowed itself to open up to the idea to trust her to take the game ideas to a new area, overall this was a win win for the studio.


Pros and Cons of Small Development Team:

due to playtra being a small ten person team they all know each other and can have closer blonds and all get more involved in the project, unfortunately since it is a small team you will have to set self proposed deadlines. this is because not achieving deadlines has a massive knock on effects that can delay other peoples goals. Lastly, Noemi had a specific issue of since she was the only one who had experience with making comics she had to learn new software and techniques all on her own and this isn't a unique thing in indie studios as the skills don't always get completely covered so you may need to learn whole new roles.


Thoughts on this lecture: Overall the biggest take away from this lecture was the ability to pivot away from issues in development with new solutions rather than scrapping the whole idea and how having a small indie studio makes that a very manageable task.

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