How an Artist Got into Game Development: The Art & Process of Making Silt.
summary
An artist moves from pen drawings into a practical pipeline: Photoshop → Unity pipeline where shots are built as layered PSDs, tested with graybox layouts and volumetric lighting added in engine. A core gameplay twist—the possession mechanic born of a technical constraint—drives puzzles. Creature work splits into hand‑painted rigs and procedural parts, then simplified when rigs prove too costly. Development includes a funded Stugen two‑month residency, trailer at the PC Gaming Show and a Sold Out publishing deal that turns concepts into a shipped demo over a two‑year production.
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chapters (7)
- 0:00Introduction
- 10:14Film to game development
- 18:04First Silt demo in Sweden
- 21:11Securing funding
- 26:23Art pipeline for Silt
- 32:17Creature design and animation
- 35:54Conclusion
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