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Firewatch: a forest built by a small team

Breakdown

Know first: Open-world design: regions and landmarks

This breakdown takes apart the forest of Firewatch (2016), a story game about a fire lookout in the Wyoming wilderness, made by the small studio Campo Santo. Two things make it worth studying. A team of about a dozen people, with three artists, built a big stylized forest that looks like a poster come to life. And that forest leads the player without arrows or a map on the screen. The sources are the artist Jane Ng’s answers on the studio blog in 2014 and reports of her talks at GDC in 2015 and 2016. To them we add a talk by the designer Nels Anderson and an interview with Sean Vanaman, one of the game’s two directors.

The whole picture

PartThe problemThe answer
A poster in 3DThe goal was a flat, bold poster; a 3D forest is full of fine detailFar things turn into flat colors: fog from a ramp of colors, simple far trees and mountains
Color from lightMany times of day, few artistsGray rocks; color from the sky, fog and color grading, changed together; a color script
Few pieces, many placesThree artists for a whole forest23 trees placed about 4,600 times, rocks reused in new combinations, bought tools
A forest that leadsCorridors feel fake, and being lost in a game is boringSpace carved from the land with room before the walls, a paper map, detail where it matters
The way of workingA stylized look can’t be judged on paperGray draft, paintover, art, playthrough, three to six rounds for each place

Behind the first three parts stands Ng’s advice from her 2015 talk: “Embrace your limitations.” The look, the light and the reuse of pieces are what a small team could afford, turned into a style.

Further in the article

  1. A poster turned into a forest
  2. Color comes from light, not from textures
  3. Few pieces, many places
  4. A forest that leads without a map on screen
  5. The way of working
  6. Findings
  7. What to take away
  8. Exercises
  9. Sources and further reading
  10. Test yourself