This is a postmortem style presentation about the art production challenges Campo Santo faced when developing Firewatch. The talk will discuss the reasons behind various production decisions and how we dealt with other unexpected issues. While showcasing visual examples from the first person narrative game, Jane will explain the methodology behind our scene management, asset modeling and world streaming. The talk will go into some details regarding the specific tools required to achieve the art style in Firewatch, and offer some advice on how small art teams can make the best use of their time and resources.


Attendees will learn how Campo Santo created a streaming world with an off-the-shelf Unity extension. They will also hear why our “ideal production plan” on paper did not work in practice and other important lessons learned.

PresenterJane Ng  |  Artist, Campo Santo

When: Thursday, April 7th. Door opens at 6:30pm

Where: Zynga SFHQ Theatre (directions)

Online registration is required (here) – there will be no tickets at the door.

Categories: Past Events


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