The Art Direction of No Man's Sky
In this GDC 2015 talk, Hello Games' Grant Duncan explains the design process for creating the artwork of No Man's Sky GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter / official_gdc Check out our Facebook page for GDC exclusives / gamedevelopersconference Visit our site: http://ubm.io/2ctNvqZ

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Continuous World Generation in No Man's Sky

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Art Direction: Creating An Art Bible For A Fictional Universe

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Art Direction Bootcamp: Pantalones! Things I Wished I knew Prior to Becoming an Art Director

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Beyond the Algorithm: Quantifying No Man's Sky's Procedural Potential in 2024

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Making Games That Stand Out and Survive

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No Man's Sky: How I Learned to Love Procedural Art

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No Man's Sky Beyond - Sean Murray On His Game Design Journey

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Building Worlds in No Man's Sky Using Math(s)

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Art Director for Video Games | Ron Ashtiani (22 Years of Art)

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You Look Smashing: The Procedural Art Direction of We Happy Few

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50 Game Camera Mistakes

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The Sound of No Man's Sky

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Fast, Cheap and Flashy An Indie Art Direction Adventure

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Scientists Made Movies For Chimpanzees (They LOVED It)

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Level Design Workshop: Solving Puzzle Design

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The hidden logic behind #, @, & and §

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Rain World: An AI Post-Mortem | AI and Games Conference 2024

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The Future of Art Production in Games

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Exploring Planet4546b in No Man's Sky! | Endurance Update #ad

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