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“What became evident was that to make sure the city itself didn’t become too large of a character or too big in scale to overpower the story of the kids. “The whole world you see was built by two people on our team,” Jeff Sangalli, art director, shares. Artistic expression is a big part of the experience, but building the mechanics behind the magic was no easy task, particularly for a team of only 20 individuals (at its max - often, during development, the Concrete Genie dev group was only 10 employees). “We came up with a whole bunch of ideas, of which Concrete Genie was one, and one thing that became abundantly clear to us was that every single idea had some meaningful concept or idea at the heart of it.”Ĭoncrete Genie features a unique gameplay dynamic as players are offered a variety of options to construct Ash’s genies and bring them to life. “When we finished Entwined, we sat down as a group and agreed that we really, really wanted to grow our ambition with the second game,” says Robilliard. Unlike its first game (2014’s Entwined, which was, as Robilliard puts it, a “student project” in many ways), Concrete Genie was a much more ambitious undertaking from the get-go.
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“Those elements of an artist, the bullying and painting these living characters in the wall were right there from the very first day.” That was the first image ever created for the game,” PixelOpus creative director Dominic Robilliard tells The Hollywood Reporter. He was imagining they were sticking up for him. “The concept was a little boy being bullied and painting these huge characters on a wall. The concept for the game (and the main character’s name) came from a single painting done by PixelOpus VFX artist Ashwin Kumar. Actors Raise Alarm Over Stressful Video Game Voiceover Gigs: "Your Throat Is Carrying a Heavy Load"