whitney clayton compulsion games

Just I want to work with great people, who know what they're doing and who trust each other. Realistic mixed with Stylized. Pierre-Henri Paitre. And it just brings a lot of good positive creative energy to see week after week a whole community of people being excited about what each individual person is doing on the team. After 20 years in the industry, Guillaume started Compulsion in 2009 to create fun, innovative games in a culture of creativity and craftsmanship. Website powered by. “He’s a mad Scotsman, an ex-soldier, and a survivalist. Refusing to abide by bad coffee, he supplies the office with the fresh blend we crave, and only asks for our second born children in return. Portfolio. Art Director at Compulsion Games. We even get phone calls sometimes telling us about what they think about the game or they find a bug. Verloc's Office . Maël Gonzalez ... System Administrator at Compulsion Games (Microsoft Xbox Studios) Montreal, QC. Founded in 2009, we want to create interesting, fun games that are out of the ordinary. Whitney Clayton , Art and Music Director at Compulsion Games, presents a selection of 70 Concept Art she’s made for this game. When development on “We Happy Few” began in 2014, Compulsion Games was a small indie studio with an ambitious idea. Stefan Damberg Programmer at Compulsion Games Montreal, QC. Whitney has 1 job listed on their profile. At each stage where we saw success, we were able to leverage that success into something bigger as a next step. Compulsion Games was founded in Montreal in 2009 by Guillaume Provost, who had previously worked for Arkane Studios. She knows all its culinary secrets, including that obscure place that no one has ever heard of but trust her it’s awesome! Matt, a veteran programming machine, was reactivated recently to combat the growing problem of “how the hell are we going to make this game?” He digitally commutes every day from Ontario. How am I going to feel if I succeed? ... Whitney Clayton … Emmanuel was destined to be a poet in another life. Page 1. Website powered by. In his youth, Rémi was known as The Dread Captain Rémi, the nicest, friendliest pirate ever to cruise the Saint Laurent. Autodesk University, handy tutorials, and more, Setting up a remote studio, artists to watch, and more, Rigging tutorials, a wizarding RPG, and more. And sometimes they work! An acclaimed, or at least claimed, opera singer, he wields his dark wit and boyish charm in the service of our communal vision quest. When development on “We Happy Few” began in 2014, Compulsion Games was a small indie studio with an ambitious idea. He is from Saint-Jean-sur-Richelieu, a mythical land of flying balloons. She will cover pre-production research, world … After 20 years in the industry, Guillaume started Compulsion in 2009 to create fun, innovative games in a culture of creativity and craftsmanship. Some is harsher than the others, but it's exactly what we needed. ALEX EPSTEIN: If I have to describe Compulsion Games in one word, I would say "passionate". Whitney Clayton. A small, proud studio that likes to make fun, artistic and creative games. We make games about real people in sometimes ridiculous worlds, and want to tell stories that aren’t just “I am a prince, look! The narrative is about, why do I do it? He is really quite surprised that others liked the idea. a monster, I must hit it with a stick (a big one) so it dies”. Explore a Sinister, Trippy ‘60s England in We Happy Few Staff – August 9, 2018 at 2:52 AM. View Whitney Clayton’s profile on LinkedIn, the world’s largest professional community. (Compulsion Games) The Electronic Entertainment Expo is, for the most part, a showcase of the biggest budgets and flashiest trailers of the video game industry. We get emotions from story. Would you like to change the currency to Euros (€)? I think to me that's kind of the magic pudding that makes the team work or not. Four years later (with just months to go before the adventure game’s Aug. 10 release on PC and consoles), it’s in the process of becoming a first-party developer under Microsoft — one of five … So for the last 18 months or so we have been working with whatever community we can find to help us make the game. He believes that children are life’s best experiments, and while he is native to Montreal, he has lived anywhere but. In homage to his past, he spends his downtime cultivating magnificent natural beard formations in his native land of Les Cèdres. And then E3 happened and then we were about four days before the end of the campaign and were not sure if we're going to make it but then the community came forward and we were able to make our funding.GUILLAUME PROVOST: We started growing all of our first-tier backers, the $60 backers, we started sharing keys with them right away. It looks like you’re using ArtStation from Europe. I think everybody here is passionate about what they do. We have no idea when he finds time. … Likes cosplay, languages, and inappropriate dad jokes, but dislikes long walks on the beach and Celine Dion's "My Heart Will Go On". To me it's my entire company. A lot of that comes into having a lot of transparency about the work that's being done and encouraging the team to share.SAM ABBOTT: We knew fairly early on that if we didn't have the game in the hands of players, if we didn't get that feedback, it wasn't going to be as good as it could have been. Art Director at Compulsion Games . Founded in 2009, we want to create interesting, fun games that are out of the ordinary. Concept artist Whitney Clayton was kind enough to share some of the concept art that she created for Contrast, a puzzle platform video game developed by Compulsion Games. I made this mask for the Doctors of We Happy Few based on a concept of Compulsion Games Art Director, Whitney Clayton. Arthur Hastings. We like to think of ourselves as craftsmen, who create games that we love and are proud of. GUILLAUME PROVOST: There are a lot of different individuals on the team, a lot of different nationalities. We look at what works really, really well, and what creates great art and great work and then hopefully a great game, and then we say, "how do we make that better?" We just basically said, "Fuck it. Didi is an adventurous 9-year-old girl, and is the center of the story. We're based in Montreal. Arthur's Office Concepts. I am the chief operating officer at Compulsion Games, which basically means I look after all the stuff that you don't hear about publicly. Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few , a game set in a procedurally-generated '60 dystopian drug paradise. Guillaume, environment artist and King of Belgium, Good stories always start with little papers on a board. He lives in the run-down … Resident Kiwi and Protector of the Great Fluffy Kingdom, Sam sailed around the world in a Harley to woo us with his beard. We have a good balance of gender, creative ambitions and creative taste on the team as well. Whitney Clayton. Consultado em 11 de janeiro de 2017 ↑ «Contrast Preview: Diving In And Out Of Shadows». We had the chance to interview Whitney Clayton, the art director on We Happy Few. The money evaporated overnight on the deal. He speaks French with two different accents. ↑ «About Us: Compulsion Games». He believes that children are life’s best experiments, and while he is native to Montreal, he has lived anywhere but. History. Your superpower is that you can walk around and at any point in time become your shadow and walk on shadow. … Portfolio. Perhaps the surprisingly thing about this Orwellian dystopia is that Compulsion Games is not based in Britain, but in an old gramophone factory in Montreal. He is really quite surprised that others liked the idea. The people who love the games that we make are the people who are going to help support us for every project we're going to do in the future.SAM ABBOTT: The goal with community-driven development is to look and understand how people are playing as a game evolves with the idea that you can respond to that.NAILA HADJAS: I read all the feedback we get, whether it's on Steam, on our forums, on Facebook, on Twitter, and all the emails. To raise funds for their first game, the team of Compulsion Games worked on external projects, including Darksiders, Dungeon & Dragons: Daggerdale, Bagelburg: The Bagelening, and … Track / Format: Visual Arts. GUILLAUME PROVOST: When I started the studio originally, I had this vision in my head: I wanted to build a team which was first and foremost accountable to the team. I was approached by this Taiwanese conglomerate that wanted to start a studio in Montreal. História. And that started at PAX East in 2015, we've gone to Kickstarter, and now we're in the early access.GUILLAUME PROVOST: So what is the player community to us? It's a bit of a strange story, actually. About. We want the game to be hard and we want the game to have a learning curve, so if people die over and over, that's kind of how we wanted the game to be.GUILLAUME PROVOST: When we went on Kickstarter we started to create these newsletters that we would send to the community. Compulsion have really talented Art Director, she was really competent for … Find out her thoughts about the team's work on this game… So we don't have a goal in five years we want to have X million people. Verloc. He has previously written for film, games and television, although we’re pretty sure he likes us the most. Thank you for subscribing to AREA Newsletter, © Copyright 2021 Autodesk Inc. All rights reserved. In the dense jungles of the Internet, somewhere between reddit, twitter and other places I dare not mention, is Naila. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. Compulsion Games are the developers behind We Happy Few, established in 2009 by creative director, Guillaume Provost. WHITNEY CLAYTON: My name is Whitney Clayton and I'm an art director at Compulsion Games. Also, his cats really like showing us their butts, for reasons unknown. So that's a little bit how the studio started in the beginning.WHITNEY CLAYTON: My name is Whitney Clayton and I'm an art director at Compulsion Games. ... Whitney Clayton . It's more saying, "Okay, how can we analyze what's working, what's not, and make this place better?”GUILLAUME PROVOST: The vision's always been pretty simple. Compulsion Games is 40 people squatting in an old gramophone factory in Saint-Henri, Montreal, Quebec. In Compulsion Games’ We Happy Few, things are not as they seem.Throughout the game’s years of development, this statement has been true of both its narrative environment — the fictional, sinister English town … WHITNEY CLAYTON: The fact that we were using shadows was the driving inspiration for the influences which were like German expressionism, film noir, these kind of settings that were very influenced by shadows. Concept Artist/Illustrator @ Compulsion Games. Sally's House Concepts . 3.4 Clockwork Update 3.5 Maidenholm … Coming from the land of apple pie, The Military, and the red white and blue, Whitney has lived in Montreal for many years. We make games because we’re excited about them, and about the concepts and ideas they contain (like shadow shifting, or a talking mask). So I joined compulsion in September 2012. See the complete profile on LinkedIn and discover Whitney’s connections and jobs at similar companies. With the singing voice of a Québec Idol finalist, JR is a man of many interests. Alex is best known for his NYC background, and a relentless enthusiasm for silly jokes. whitneyclayton.artstation.com. Contrast is set in a dreamlike, vaudevillian world of the 1920s. We have more of an evolving vision when it comes to understanding what our company culture is. Compulsion is 40 people squatting in an old gramophone factory in Saint Henri, Montréal. Him and I had just started working together. She dislikes straight lines, and even the existence of rulers. He is never grumpy, at least compared with your average badger. © Compulsion Games Inc. All Rights reserved. Existing since before the dawn of the Internet, no one is safe from her multilingual gif repository. And then I send this to the team, basically.GUILLAUME PROVOST: We devised a multi-step process by which we were going to engage in larger and larger audience at every stage.SAM ABBOTT: The Kickstarter campaign was really about communicating the general vision for the game and what we wanted to build and figuring out if people were interested in playing it.NAILA HADJAS: We really want to keep the story a surprise for the players because when you go in early access, you don't want people to get burdened by the game, you want them to come back for when the game is really ready, for the full release. View Whitney Clayton’s profile on LinkedIn, the world’s largest professional community. This is a brief snapshot of how she was developed – from the concept stages through to her appearance in game. This dichotomy of blissful jubilance and crippling melancholy is at the heart of We Happy Few, the latest from Contrast developer Compulsion Games. Company Name (s): Compulsion Games. We need people to not be afraid to tell us exactly what they like and don't like. Why do I care? Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. So if you tell them the story, everything, there's no reason really to go back. After university, I started applying to studios, and Guillaume contacted me. GUILLAUME PROVOST: Contrast is a 1920 film noir game where you play the imaginary friend of a little girl and you have superpowers. I am the narrative director and writer for Compulsion Games, which means if there is something narrative in the game, I wrote it. Whitney Clayton. Compulsion Games foi fundada em 2009 por Guillaume Reitor; [2] anteriormente, ele havia trabalhado para empresas como a Arkane Studios, na França, uma empresa bem conhecida pelo jogo Dishonored. Resume. Let's just do it anyways with no money." So about the founding of Compulsion Games. Sally. This is a collection of photos relating to the development of Didi, one of the main characters of CONTRAST, by Compulsion Games. He will wax lyrical about music, hockey, games, table-top, and Montreal drivers, and he enjoys doing all of those things too. GUILLAUME PROVOST: Our narrative director Alex and I when we were working together on the script, he liked to tell stories that are a little bit closer to everyday emotional concepts.ALEX EPSTEIN: I'm Alex Epstein. Whitney has 6 jobs listed on their profile. Speaker (s): Whitney Clayton. We're extremely grateful. Stefan Damberg. We like to think of ourselves as craftsmen, who create games that we love and are proud of. GUILLAUME PROVOST: I'm Guillaume Provost. Contrast is set in a dreamlike, vaudevillian world of … ... Art Director at Compulsion Games Montreal, QC. by Naila Hadjas, Community Developer, Compulsion Games ... “We wanted a character that was physically tough and hardy, which was one of the reasons Ollie came about,” says Whitney Clayton, Art Director for We Happy Few. It's a place where we can have intense arguments that our ego free. So after our Kickstarter, we had a pool of 2,500 people playing the game early, iterating the game early, and giving us feedback early. Montreal, Canada. Producer @ Compulsion Games… Police Headquarters Exterior Concepts. Overview: Whitney will give an overview on how the setting and artistic style of 'We Happy Few', the 1960s dystopian drug paradise created by Compulsion Games, came to be. Compulsion Games. However, the wi-fi connection was worse than the scurvy, and so he gave up the peg leg and parrot. ... too!” added art director Whitney Clayton. I had applied thinking it was a studio, because there was a website, but it was actually Guillaume in his house, and he did have a company, but it was very new, and he needed someone to help him with the art direction for Contrast. SAM ABBOTT: So I'm Sam Abbott. It was first about sharing and almost became about celebrating what we do. Jul 3, 2014 - Concept artist Whitney Clayton was kind enough to share some of the concept art that she created for Contrast, a puzzle platform video game developed by Compulsion Games. 1 History 1.1 Size 1.2 The Team 2 Contrast 2.1 Summary 2.2 Reception 3 We Happy Few 3.1 Development 3.2 Kickstarter 3.3 We Happy Few is LIVE! Guillaume Provost founded Compulsion Games in 2009, and brought on art director Whitney Clayton in 2010. We Happy Few Player Characters by Whitney Clayton. Compulsion is 40 people squatting in an old gramophone factory in Saint Henri, Montréal. Coming from the land of apple pie, … «Why We Happy Few is the Most Promising Game of 2016 – The Cube». Sometimes he feels like he lives inside the screen, and we are all figments of his imagination. And eventually they would be the people who would become the biggest investors and the biggest champions of the game.NAILA HADJAS: We've been getting a lot of feedback. How am I going to feel if I failed? This site uses cookies for analytics, personalized content and ads. Whitney Clayton Art Director at Compulsion Games Montreal, QC. I know this sounds a bit corny, but about celebrating what the team does every week because now we have a 150,000 people who are playing the game and who are seeing the work that the team does every week. I'm the founder and a creative director at Compulsion Games. Winners will … I don't know why but I think Compulsion Games new IP will have this type of Art Direction : From Tintin 3D Movie. We like to think of ourselves as craftsmen, who create games that we love and are proud of. By continuing to browse this site, you agree to this use. We make games because we're … The player controls a detective named Dawn, who is able to … Founded in 2009, we want to create interesting, fun games that are out of the ordinary. Compulsion Games: Publisher(s) Focus Home Interactive: Director(s) Guillaume Provost: Artist(s) Whitney Clayton: Writer(s) Alex Epstein: Composer(s) Nicolas Marquis: Engine: Unreal Engine 3: Platform(s) Microsoft Windows PlayStation 3 PlayStation 4 Xbox 360 Xbox One: Release: Microsoft Windows, PlayStation 4, … Page 1; Resume; All; We Happy Few. Senior character artist At Compulsion Games : ... Art Director Whitney Clayton. Two months before we were set to move, the financial crisis happened. Among such musings as “have you considered the clandestine beauty of the burrito?”, and “it is a simple thing, the ray of sunshine, full of heart and intrigue”, he comes from Montreal, and has a particular enthusiasm for lighting and atmosphere. The first, second, and third place winners will be chosen by Compulsion Games’ own Whitney Clayton (Art Director), Sarah Hamilton (Concept Artist), and Carylitz Tamez (Environmental Artist)! Art Director at Compulsion Games I made this mask for the Doctors of We Happy Few based on a concept of Compulsion Games Art Director, Whitney Clayton. We can do a lot of work to try to make a lot of noise, but we're never going to compete with the community itself making noise. Art Director at Compulsion Games . It's not really like that. Game Informer. … Consultado em 11 de janeiro de 2017 ↑ Hage, Zack (29 de dezembro de 2015). We Happy Few : 70 Concept Art by Whitney Clayton We Happy Few is a game of paranoia and survival, in a drugged-out, dystopian English city in 1964. Once we released to Kickstarter, once we launched it, we did quite a splash, so a lot of media picked it up and we continued. But most of all, everyone that is here loves the games that we work on. After university, I started applying to studios, and Guillaume contacted me.

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