~/talk

Of Sins and Penances: How We Conceived Blasphemous

TalkinSpanishat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [creative-coding]
links:none on file
slides:none on file

A postmortem of creating the video game Blasphemous that explains its design choices and development process. Covers how the team conceived the game’s themes, art direction, mechanics, and narrative influences, and the practical decisions and challenges they faced during production.

AI-written summary · about

  1. 0:00Welcome
  2. 1:53Team background
  3. 4:19Cultural inspiration
  4. 10:01Kickstarter challenges
  5. 12:31Preproduction process
  6. 17:09Level design workflow
  7. 21:44Game philosophy
  8. 27:46Technical tools
  9. 32:01Penitent character design
  10. 36:16Combat and game mechanics
  11. 40:49Boss design
  12. 44:40Launch reception
  13. 46:27Q&A
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