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Heli Salomaa & Claire Hummel
Podcast |
Script Lock
Media Type |
audio
Categories Via RSS |
Leisure
Other Games
Technology
Video Games
Publication Date |
Nov 25, 2019
Episode Duration |
01:07:16

We're back again this month with Heli (theatre and performance costume designer, most recently a costume and character designer for Remedy’s Control and the upcoming Crossfire 2. Also worked on Mirages for Kroma Productions, and EGO CURE for Aalto University)and Claire (currently an art director at Valve, previously an artist and associate production designer for Microsoft Studios on a ton of Kinect games, Fable Legends, Sunset Overdrive, Powerstar Golf, and more. Also the production designer for Westworld VR) to talk about why costume design as a specialized role isn’t more common in games, the narrative features of costume design, differences with fashion design, research, building costumes for worlds less-based in reality, the problem of flowing clothes, working with the non-monetary budgets of video games (memory, processing power, etc), not holding back on your first draft, their most important collaborators, iteration, pitching ideas that may be too “out there,” the hardest costume they’ve designed (that they can talk about), knowing when something’s done, how non-costume designers can learn more about costume design, mundane costume design, work/life balance, and how can writers make costume designers’ lives easier.

Our guests on the Internet

Claire’s Twitter and Website.

Heli’s salomaa.squarespace.com/">Website and Artstation.

Stuff We Talked About

Marvelous Designer

LA Noire

The Art of Manipulating Fabric by Colette Wolff

Uncharted: The Lost Legacy

Bayonetta

Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

We're back again this month with Heli and Claire to talk about why costume design as a specialized role isn’t more common in games, the narrative features of costume design, differences with fashion design, research, building costumes for worlds less-based in reality, the problem of flowing clothes, working with the non-monetary budgets of video games (memory, processing power, etc), not holding back on your first draft, their most important collaborators, iteration, pitching ideas that may be too “out there,” the hardest costume they’ve designed (that they can talk about), knowing when something’s done, how non-costume designers can learn more about costume design, mundane costume design, work/life balance, and how can writers make costume designers’ lives easier.

We're back again this month with Heli (theatre and performance costume designer, most recently a costume and character designer for Remedy’s Control and the upcoming Crossfire 2. Also worked on Mirages for Kroma Productions, and EGO CURE for Aalto University)and Claire (currently an art director at Valve, previously an artist and associate production designer for Microsoft Studios on a ton of Kinect games, Fable Legends, Sunset Overdrive, Powerstar Golf, and more. Also the production designer for Westworld VR) to talk about why costume design as a specialized role isn’t more common in games, the narrative features of costume design, differences with fashion design, research, building costumes for worlds less-based in reality, the problem of flowing clothes, working with the non-monetary budgets of video games (memory, processing power, etc), not holding back on your first draft, their most important collaborators, iteration, pitching ideas that may be too “out there,” the hardest costume they’ve designed (that they can talk about), knowing when something’s done, how non-costume designers can learn more about costume design, mundane costume design, work/life balance, and how can writers make costume designers’ lives easier.

Our guests on the Internet

Claire’s Twitter and Website.

Heli’s salomaa.squarespace.com/">Website and Artstation.

Stuff We Talked About

Marvelous Designer

LA Noire

The Art of Manipulating Fabric by Colette Wolff

Uncharted: The Lost Legacy

Bayonetta

Our theme music was created by Isabella Ness, and our logo was created by Lily Nishita.

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