Obsidian Fun PENTIMENT The developer was one of the most unconventional players played, a 2D spy story of a Sacarbat -based book based in Bavaria of the 16th century. While PENTIMENT The other titles of the giant did not have a massive scope like Result: New Vegas Or recently recent avowedThe director of the game had a special vision to tell the story of the game that the team needed to be largely convinced to add to the board.
During the GDC 2025, Game Director Joshua Sawyer (Helming Before Result: New Vegas And Pillars of eternity) Talking about your work imaginative and construction PENTIMENTText -based storytelling and the fonts of this game need more than static characters in the speech bubbles so that the world of a developing game can be authenticated with different cultures through “typegraphic sound”.
Mice, horses tests, and fonts – or: How to drive extra miles from your game
In the savior panel, “justifying the ridiculous expenses on fonts and other stupid features”, it broke some common struggle when developers fell while trying to provide a product. In many cases, developers provide a game that is especially seen as the first “minimal products”. Which is a game that has baseline features and is not particularly noteworthy. Another point is to raise the concept for “more and more viable products.”
Some examples included in this The story of a plagueThe dynamic, fully dynamic rat sheep, which looks like a living mass for players. In another instance, Swear picked up Red Dead Redemption 2The notorious horse’s testicles, which shrink when riding in the cold climate. As Saver said, adding these features – which is not always important for a game – do a lot to raise the experience more and more.
“What will happen to the most viable product? It’s more than the need, you got every bell and whistle – you are invented bells and whistles, and you are trying to raise experience through a kind of unique maximism that has not been seen (in a game).”
After the aforementioned, Swear explained his vision PENTIMENTA European spy game of the 16th century, where players should read and analyze the intention and meaning of the Carkeley character conversation of the role of Larkely. Like being impressed with sports 80 days And Night in the jungleFor, for, for,. PENTIMENTThe unique approach to telling the story highlights the offer of its dynamic text, which features a type of dynamic medieval period, which is unique to every interaction and NPC. It gives PENTIMENT The feeling that you are looking for a living medieval age painting or Sachitar Tom that is being created as you leave-about which Severe said that “the physicality of writing in books was to be presented.”
Depending on the growth of your choice and the main character Andreas, the game will be ready for the text and it will change during the game. As the game director explained, to be excited about a feature is the first step to remove your imagination from the ground, but the following steps include adding your team to the board with the idea and then living it in a forced way – which challenges all their own people themselves.
“One of the many problems is that there were issues of the (letter) set, so they would have supported the languages from which they actually came.” “For example, many (characters) came from German or Swiss sources. Although they could have been clear, they could not have in Polish or Spanish or French or anything else. So it was difficult. Besides, if they look authentic (in the distance), they want to read.
What is in a font?
Swear described PENTIMENT “Not a small game, but as a ‘indi’ game – because it has the support of Microsoft Game Studios. With more than three years of growth and the end of production, it was a minor size game, but Saeer’s ideas to use the dynamic type to tell his story offered a showcase that took time to work.
What sets PENTIMENT In addition to other read -dense RPG Disco Elsim Or Land That is how it creates a part of the experience to read and see the text. You mainly become a spy of the Middle Ages. It was a part of the basic vision PENTIMENTIn this sixteenth century, Bavaria was a melting vessel of different cultures and social classes, and the main character Andreas must be able to come to a diverse society with individual characters who have different philosophies and global views, all of which are reflected in font styles.
To prepare the entire custom typegraphy suit, the developers contacted the Letermatic founder rally crane. While working with the crane company, he designed six customs fonts of the game – sustainable, curse, human friendly, printed, textura and thread pulling. The formation of each font-claiming for authenticity rather than accuracy, allowed the developers to gain maximum control over the text, at the expense of time. Sweer advised that Davis should try to make his own font to own it, but only if he has resources and means.
He said, “What you have with fonts is unprecedented, it’s amazing.” “You can get exactly what you need. You can get support for any localization, and this is your font. You do not need to worry about the ongoing licenses and all such nonsense. Finally we have made our fonts primarily for the public, and they use it for the public.
Another important source that Obesen Entertainment relied on was capable teams in Microsoft, which helped read the visual offer of all kinds of readers and text texts related to specific cultures. Sweer cited some examples where the game touched specific topics, and Microsoft sensitivity readers offered feedback to help improve it.
One of the methods that Saeed had suggested to raise the form of the text and make it a dynamic feeling was the example of a stroke through real -time stroke, which he noted that the team’s enthusiasm was not met. Saeed said, “So when I presented a stroke stroke to the team, it was not that people hated this idea, but there were doubts about it.” Finally, the Engineering Team-comes out of its early pitch to use various alpha channels in a similar movement.
Sell your vision
Sher ended the conversation by giving participants the points about how to present their ideas to their teams. For PENTIMENTDynamic text and fonts exhibited a level of authenticity for the game setting and the concept of playing within a living book. This is something in which Sawyeer confessed, he tried to be right.
Saeed said, “It is not enough for you to believe this mission – the team also have to believe this vision.” “There is also a plan to include a plan in the vision, which will make people feel more confident in the idea that you are giving them. If you succeed with basic qualities, people will be more confident and happy with the idea of doing other things.”
The decision to go to the extra mile was worth it PENTIMENT Widely considered one of the best games of Obeson Entertainment. It helped the game reach its success and an idea was coming up to raise its imagination, which is far from far, but eventually worth it.