Tacoma was sliced up into quite a few more scene files, but I’m glad to hear you felt like it still felt cohesive.

It’s true both Fullbright games take place in enclosed structures – you’re not able to leave the mansion and the player can’t exit Tacoma station. When it comes to these types of games you need a certain density of object to really sell a space, so we work on developing a contained place with a strong identity that doesn’t require sprawling terrain and Steve and Karla start the story from there.

Can you discuss your workflow with us please? What do you start with? How do you do the general blockout? What tools do you use?

Mostly out of the box software, tool wise. We use Maya for modeling, Photoshop and Substance Designer for texturing, Zbrush for sculpting and Unity for our engine. I’d like to get further into Substance Painter – as someone who came into art as a career through painting it adds a level of intuitiveness that’s sometimes lacking in other suites.

Workflow wise, we start in Unity with probuilder and progrids, a pair of tools we bought from the asset store. They’re a great place to start if you’re doing anything remotely architectural, and make for quick greyblocking.