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Deconstructeam - Marina González Fun & Serious 2021 Interview

Marina is a big part of Deconstructeam's soul as its visual lead, and in Bilbao we talked about artist and team's creative process, the use of colour, games such as Gods Will Be Watching, The Red Strings Club, or Essays on Empathy, and the new golden era for pixel art.

Audio transcription

"We are at Fun & Serious 2021 in Bilbao and it's really great to be able to have one interview in person.
This is the first one. Elsewhere it's been digitally, of course, given the circumstances.
So, thank you so much for joining us, Marina."

"Thank you so much for interviewing me.
You just had your panel. I was doing interviews, I'm sorry I couldn't attend, which was all about pixel art.
And how you, of course, are all about art and pixel art.
So, what did you share with the audience here?
So, I talked about Ease & Empathy, our latest commercial release, and I talked about how I take decisions to create different atmospheres and aesthetics in our games."

"So, with this game, that is a collection of different games, I talk about everyone and what kind of decisions I did to achieve different kinds of aesthetics with the colour palette or with the resolution of the pixel art and everything.
So, it was like talking about my creative process, in a way."

"So, yeah, it was all about that, about choosing colours and choosing what kind of pixel art I want to do to achieve the sensations and the things we want to communicate with our games.
And for those who don't know, the Construct team is all about pixel art so far, and, of course, we love Gods Will Be Watching back in the day, and then Red Strings Club."

"Tell us a bit more about that creative process, coming from those projects to these essays that you released more recently.
So, coming from Red Strings Club and this.
It's been like, I don't know, nine years, almost ten years, making games and making pixel art.
So, it's like, we did a lot of things differently in the beginning, and I learned a lot through the years."

"And with this essay on empathy, that it's a collection of different games, it's a collection of games that we made from six years ago to now.
So, you can see the evolution in my style, in my, I don't know, how I handle the colours, how I do things differently in this thing."

"And for me, it's been super differently, and I think I've learned a lot about, specifically about colour, because it's the thing that I'm most obsessive about when I make pixel art.
That's great, because I was going to ask you about the use of the colours.
Yeah, for me, it's a way to transmit the player to these scenarios or these moments that the player is playing."

"So, I think it's very important to handle, write the colour.
It gives the mood of the scene, you know, with the music, with the narrative, and everything that is happening.
I think it creates this atmosphere, and I'm really, really obsessive about that, because I think it's really important to capture what we want to feel the player."

"How do you think your art impacts the gameplay design?
You guys are a small studio. We had Jordi here with us right now.
How do you think, you know, when you guys are in that creative process and brainstorming, and you are creating your art, your characters, the sort of paintings that you create in your head, how do you think that impacts what the players will be playing?
As in, you know, the guys designing the gameplay itself, they are inspired by what you do, and they sort of change what players can do, not just what they see."

"Yeah, I think it's really important, because it's really different to make, for example, a really minimalistic character in pixel art, for example, with low pixels, with low quantity of pixels, and make a high-resolution pixel art.
I mean, I think pixel art, the thing that is most important for me, is the evocative, or the thing that the player, or the person that is seeing those scenes, completes the image in their head."

"You know, like, completes how the characters are, you know, their faces, their details, and everything.
And I think, for us, it's a thing that combines really well with our narratives, and with what we want to achieve.
But yeah, in our creative process, it's interesting, because we are a small group, so we always interact with each other a lot, and we stimulate the other people's work."

"For example, maybe with my work, I can influence Paula's music, because she's making the music, she sees what I'm doing, what colors they are, what their solution, and everything, and it's like, oh, this inspires me in this way.
Or I listen to some music, for example, or see a script, and I think, maybe I need to change this, you know, in pixel art, to better capture this feeling, or whatever, you know."

"I think it's really important, this kind of iterative process, you know, in making games.
Do you agree we kind of live in a new golden age for pixel art?
I mean, it was trendy a few years ago, you saw these games coming out, indie mostly, but now it's really spread, and I guess you guys are really enjoying this new golden era."

"Yeah, for me, totally. I mean, I love pixel art, and I love other kinds of styles, of course.
And maybe for some games, 3D works better, you know, for what kind of game it is.
But, yeah, I think we've seen a lot of artists doing things really differently from what was the classic pixel art, you know, because pixel art was a thing that became for the limitations, because of the limitations, not because people were trying to make this, you know."

"So, today is differently. I mean, today, there are people that are investigating and are researching different ways to make pixel art, and to combine it with 3D, with lighting, with other kinds of things.
So, yeah, we've seen really different stuff from pixel art, and I really love it.
From the three projects you mentioned, we've got Gods, we've got Red Strings, and we've got Essays."

"Which artistic aspect are you more proud about on each project?
Well, from Gods, I think that was a project that was like, I don't know, our first commercial release, and we were still finding our style, you know.
So, I think what I'm most proud of is to make different scenarios, you know, and to capture these different scenes and atmospheres, and to actually make animations for the characters and everything, to transport you and to feel what you are doing, you know, in that game, because it was some actions that you could do in God's Bleed, which were a bit hard or something."

"A bit?
A bit, only a bit.
And, yeah, with Red Strings Club, I'm proud of the whole mood, the whole atmosphere, because I tried really hard to, I mean, I changed the color palette a week before the game was released."

"Really?
Yeah, I was super obsessed about, no, no, I want these colors a bit more, I don't know, closer to purple or closer to, I don't know, I was super, super into that.
And I wanted the whole game to feel in the same world, and, you know, all the scenarios to feel like the whole thing."

"And with Thesis, I'm really proud of making a collection and making a reflection about our games, because This Is An Empathy also came with a mini-documentary of us talking about our creative process and what we did with every game.
And, I don't know, it's been like a sort of, I don't know how to say, like a recollection of, for us it's been inspiring to see our work, what we did in these six years, you know."

"I think, I don't know, what we have achieved, maybe.
And what's next in the next six years?
I don't know if that's yours to answer, but what can you tell us about what comes next?
I mean, I guess we can expect the trademark art style by you, but what else can we expect in terms of projects?
Well, I cannot say a lot."

"I mean, yeah, we've been working since two years maybe in a new project.
It will be working.
Yeah, that's it.
And we're still making it and we cannot share anything, unfortunately, because I want to share things."

"I mean, I want people to actually see things and play things eventually.
But, yeah, I mean, it's a continuation of our style.
I can say, I mean, narrative, heavy narrative thing with, yeah, pixel art and different kind of resolutions in pixel art in my work."

"I mean, for me it's been a challenge, a little bit.
But, yeah, I mean, I cannot say more.
But it's that.
It's narrative with a little bit of gameplay."

"But I think it's interesting.
Yeah.
I think.
I expect.
Really looking forward to learning more about that."

"Thank you so much for your time, Marina.
Thank you so much."

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