WEBVTT 00:01.000 --> 00:05.000 We're in beautiful Tenerife with this beautiful sunset in background 00:05.000 --> 00:09.000 and it's really fitting when we're going to talk about, you know, 00:09.000 --> 00:12.000 arty and artful games with you, Yoan. 00:12.000 --> 00:14.000 Thank you so much for joining us. 00:14.000 --> 00:18.000 But before that, you guys have been talking about the European industry in this summit. 00:18.000 --> 00:23.000 Behind the scenes, what can you share about, you know, the challenges 00:23.000 --> 00:29.000 and how to boost and improve the industry from your friends' point of view? 00:30.000 --> 00:34.000 I think we are in a very, very good position, in fact, right now 00:34.000 --> 00:38.000 because of different factors that are sometimes external to video games. 00:38.000 --> 00:41.000 In fact, you know, Asia struggles with many, many things. 00:41.000 --> 00:46.000 And the fact also that there's the Ukrainian war, also that Eastern Europe 00:46.000 --> 00:49.000 is not a place where you can develop games anymore, of course. 00:49.000 --> 00:56.000 And the fact that America also is very protective and very expensive also to make things there. 00:56.000 --> 01:00.000 So that, in fact, put us in a very nice position in Europe. 01:00.000 --> 01:04.000 We are kind of in the center now of the creativity of video games. 01:04.000 --> 01:06.000 So, and it's good. 01:06.000 --> 01:10.000 I think we also deserve it because there's a lot of creativity coming from here. 01:10.000 --> 01:16.000 So the countries like France, Spain, Italy, England, Germany, 01:16.000 --> 01:19.000 they were quite strong, in fact, in making games, 01:19.000 --> 01:23.000 even though a lot of talents were moving to Canada or to Asia 01:23.000 --> 01:28.000 because it was, you know, there was better condition of living there. 01:28.000 --> 01:31.000 But now, with COVID, they came back mostly in Europe. 01:31.000 --> 01:35.000 And it changes a lot of things because the creativity is back to Europe. 01:35.000 --> 01:40.000 And you can feel it because you see all those studios acquired by a group. 01:40.000 --> 01:44.000 They are mostly in Europe because this is where our creativity happens, in fact. 01:45.000 --> 01:46.000 Let's talk a little bit about games. 01:46.000 --> 01:48.000 It's interesting that you mentioned America. 01:48.000 --> 01:54.000 And you know, Road 96 was one of the, in our opinion, 01:54.000 --> 01:56.000 one of the best games last year, if I'm correct. 01:56.000 --> 01:57.000 Thank you. 01:57.000 --> 01:58.000 We gave it a 10 out of 10. 01:58.000 --> 02:00.000 So it really touched us. 02:01.000 --> 02:08.000 It tells about a dystopian, not so distant future, perhaps. 02:08.000 --> 02:10.000 So what can you tell us about this message 02:10.000 --> 02:14.000 and what you guys tried to convey with the game? 02:14.000 --> 02:17.000 We tried to mix, in fact, in a dystopian world, 02:17.000 --> 02:22.000 different issues that a lot of countries are facing about politics, 02:22.000 --> 02:27.000 about evolution of democracy that is evolving not so much in a good way sometimes. 02:27.000 --> 02:31.000 So we didn't want to point out one country specifically. 02:31.000 --> 02:33.000 And we tried to mix all of them. 02:33.000 --> 02:39.000 We tried to mix all the USSR, you know, Russia before the communist countries together. 02:39.000 --> 02:44.000 And then we wanted to mix that with some weird stuff that happened in Argentina. 02:44.000 --> 02:47.000 And, you know, countries because of the oil price going really down 02:47.000 --> 02:50.000 because the US was not buying any more their oil. 02:50.000 --> 02:57.000 And also the US style of extreme capitalism and like money is more important than anything. 02:57.000 --> 03:00.000 And we mixed all of this together. 03:00.000 --> 03:02.000 And it's funny. 03:02.000 --> 03:06.000 I mean, it's not funny, but a lot of players from all over the world, 03:06.000 --> 03:08.000 they really identified it as their own country. 03:08.000 --> 03:10.000 And it was very interesting. 03:10.000 --> 03:15.000 Like Russian people saying, oh, is it a criticism of our own regime? 03:15.000 --> 03:19.000 And then Chinese people saying the same, American, French. 03:19.000 --> 03:21.000 I was like, OK, that's weird. 03:21.000 --> 03:26.000 If everybody identifies to this issue, that means we have a global issue. 03:26.000 --> 03:31.000 So how did you make the stories make sense? 03:31.000 --> 03:36.000 Because, of course, it's some sort of procedural narrative, which was crazy. 03:36.000 --> 03:38.000 But at the same time, you change order. 03:38.000 --> 03:40.000 You see the characters in different order. 03:40.000 --> 03:42.000 But the stories still make sense. 03:42.000 --> 03:46.000 So I can imagine this whiteboard of yours full of notes. 03:46.000 --> 03:48.000 And how did you make that work? 03:48.000 --> 03:50.000 That was very, very complex for sure. 03:50.000 --> 03:57.000 We had to be very methodological and make sure we know exactly what we say in which sequence 03:57.000 --> 04:00.000 and how it interacts with other sequences. 04:00.000 --> 04:02.000 So it's like a big, big matrix of things. 04:02.000 --> 04:06.000 And to know that, OK, if we tell this information in that sequence, 04:06.000 --> 04:10.000 because we don't know when you're going to have this sequence and where you're going to have it, 04:10.000 --> 04:14.000 then we have to make sure it makes sense for another sequence later. 04:14.000 --> 04:20.000 And also the pacing of it and the way the story unfolds, it does not depend on us. 04:20.000 --> 04:23.000 So it was a lot of tests, play tests and tweaking. 04:23.000 --> 04:26.000 Basically, if this happens, this happens, this happens, 04:27.000 --> 04:30.000 if all the big bits of the story happens at the beginning, 04:30.000 --> 04:34.000 then you have like five hours of nothing, of something more. 04:34.000 --> 04:41.000 So we had to tweak it to make sure by the value of the score, I would say, of each sequence, 04:41.000 --> 04:45.000 that we say, OK, you have this sequence that has a big score. 04:45.000 --> 04:48.000 Now you have another sequence. 04:48.000 --> 04:50.000 Maybe later you're going to have a big sequence again. 04:50.000 --> 04:53.000 And also there were some specific rules that we had for the prototype. 04:54.000 --> 05:00.000 If you met this character in your trip to the border, you're not going to get this character again. 05:00.000 --> 05:03.000 It's very simple, but we don't want character to remember you and say, 05:03.000 --> 05:05.000 Hey, I met you on the road again. 05:05.000 --> 05:07.000 I was like, no, no, we cannot remember. 05:07.000 --> 05:10.000 Yeah, there would be so many dialogues in this case. 05:10.000 --> 05:12.000 So it was not possible for sure. 05:12.000 --> 05:13.000 So this kind of thing. 05:13.000 --> 05:17.000 Also the fact that we don't focus on who you play, but on who you meet. 05:17.000 --> 05:19.000 And this was a big deal. 05:19.000 --> 05:24.000 Like making a narrative game, not about you, but about just the people you meet. 05:24.000 --> 05:27.000 And at the beginning, I was struggling with the story about that, 05:27.000 --> 05:31.000 because usually you put a lot of effort on making a good character. 05:31.000 --> 05:33.000 And now it's like, no, we don't care. 05:33.000 --> 05:35.000 It can be a girl or a man, we don't care. 05:35.000 --> 05:38.000 And so there was a lot of challenges. 05:38.000 --> 05:42.000 But I think it's really worth it, because at the end, because people say, 05:42.000 --> 05:44.000 Hey, if I play, I don't have the same beginning. 05:44.000 --> 05:46.000 Even the first sequence is different. 05:46.000 --> 05:48.000 So they say, maybe I'll give it a try. 05:48.000 --> 05:53.000 I just saw this streamer playing it, and I will do it my own way. 05:53.000 --> 05:55.000 This is the thing, do it your own way. 05:55.000 --> 06:00.000 You mentioned the way players in different parts of the world understood the message. 06:00.000 --> 06:04.000 And many of them thought in a very honest way, well, this looks like my country. 06:04.000 --> 06:08.000 But there were also some people who were offended, 06:08.000 --> 06:12.000 who didn't want the game to be advertised on their platform. 06:12.000 --> 06:14.000 How do you feel about that? 06:14.000 --> 06:16.000 Yeah, I understood. 06:16.000 --> 06:18.000 I was not surprised, in fact, by that. 06:18.000 --> 06:21.000 So I know we were going on the political side, 06:21.000 --> 06:24.000 and that would create some big reactions. 06:24.000 --> 06:26.000 And in fact, I loved it. 06:26.000 --> 06:29.000 I was like, OK, it's going to happen for sure. 06:29.000 --> 06:35.000 And like I said to the team, I prefer that we make a game that people react to it. 06:35.000 --> 06:37.000 Either they love it or they hate it. 06:37.000 --> 06:40.000 Instead of doing something in the middle that nobody cares about, 06:40.000 --> 06:42.000 and it's just like invisible. 06:42.000 --> 06:46.000 So it's all about like, yeah, if you have people who will really, really love it, 06:46.000 --> 06:48.000 and that's more important. 06:48.000 --> 06:51.000 And don't be affected too much by the people who hate it. 06:51.000 --> 06:53.000 But still, we have to listen to them, 06:53.000 --> 06:56.000 because there are some very important information to that. 06:56.000 --> 06:58.000 And so it's really a good adventure. 06:58.000 --> 07:01.000 And yeah, the funny thing is that like Facebook, you know, 07:01.000 --> 07:03.000 they banned our advertisement. 07:03.000 --> 07:04.000 They didn't mention any platform. 07:04.000 --> 07:06.000 Yeah, to be political. 07:06.000 --> 07:08.000 The funny thing is that it was even robots like AI, you know, 07:08.000 --> 07:10.000 they try to analyze your ads. 07:10.000 --> 07:15.000 I was like, whoa, I discovered that AI analyze things and remove it. 07:15.000 --> 07:19.000 I was like, whoa, this is quite weird, you know, in our world. 07:19.000 --> 07:21.000 But at the end, they allowed us, when we said, 07:21.000 --> 07:25.000 no, no, this is just a video game, please can you put this advertisement. 07:25.000 --> 07:26.000 They just did it. 07:26.000 --> 07:29.000 But it shows something about the society now. 07:29.000 --> 07:32.000 It's a lot of AI are doing a lot of things. 07:32.000 --> 07:33.000 We're getting there. 07:33.000 --> 07:35.000 It's a little bit creepy and disturbing. 07:35.000 --> 07:39.000 Another game that touched my heart personally was Valiant Hearts. 07:39.000 --> 07:40.000 It really does still today. 07:40.000 --> 07:43.000 So how do you feel looking back at that project, 07:43.000 --> 07:48.000 which I think you then did much bigger projects coming from that one. 07:48.000 --> 07:49.000 So how do you feel about that one, 07:49.000 --> 07:54.000 which scale was smaller to the beautiful graphics 07:54.000 --> 07:57.000 and the way you told the story from two sides? 07:57.000 --> 08:02.000 Yeah, but for me, it's really my heart project. 08:02.000 --> 08:06.000 It's a very specific project because of the family connection. 08:06.000 --> 08:10.000 I was very inspired by my great grandfather's story at war. 08:10.000 --> 08:13.000 And so this one was a very, very personal project. 08:13.000 --> 08:17.000 And it's still a bit emotional. 08:17.000 --> 08:21.000 And it's good to share that and to see that people really feel it. 08:21.000 --> 08:27.000 And they discovered that war is not what war is supposed to be sometimes. 08:27.000 --> 08:31.000 And now with the new war that you can see more on TV now, 08:31.000 --> 08:34.000 they realize also that, yeah, you still have trenches. 08:34.000 --> 08:35.000 It's the same. 08:35.000 --> 08:39.000 You know, you have this famous thing that war never changes. 08:39.000 --> 08:41.000 And it's still the same. 08:41.000 --> 08:43.000 Even though the weapons are more modern, 08:43.000 --> 08:47.000 it's still trenches and stuff and people dying for nothing. 08:47.000 --> 08:52.000 So I am really happy that this game could be there 08:52.000 --> 08:57.000 and that people could really discover other side of the war with that game. 08:58.000 --> 09:05.000 And I think it still remains the game that really changed the way I wanted to make games also. 09:05.000 --> 09:06.000 That's amazing. 09:06.000 --> 09:08.000 And I remember the dog, of course. 09:08.000 --> 09:10.000 Everyone remembers the dog. 09:10.000 --> 09:15.000 And you see, there's been this trend about petting the dogs and petting animals in video games. 09:15.000 --> 09:17.000 So you were one of the first. 09:17.000 --> 09:19.000 We had that before the trend. 09:19.000 --> 09:20.000 Of course, you were before. 09:20.000 --> 09:24.000 But there were other games, of course, perhaps not the very first one, but you were there. 09:24.000 --> 09:26.000 Fable was there also. 09:27.000 --> 09:32.000 So how do you guys think about the dog as a role and as a character 09:32.000 --> 09:38.000 and the sort of love both sides would show to the dog? 09:38.000 --> 09:40.000 For us, it was very important to have an animal 09:40.000 --> 09:46.000 because it's obvious that the animal has no political side, nation, whatever. 09:46.000 --> 09:47.000 It doesn't care. 09:47.000 --> 09:51.000 And so that's good to have this as a proof of this is silly. 09:51.000 --> 09:52.000 Like, look at this dog. 09:52.000 --> 09:55.000 It doesn't care if he's on this side, the German side, the French side. 09:55.000 --> 09:57.000 It really doesn't care. 09:57.000 --> 09:58.000 So this is good to... 09:58.000 --> 10:02.000 It's almost a kid way to show that this is... 10:03.000 --> 10:07.000 And that's why also in the 11-11, the other game I did, you know, about World War I, 10:07.000 --> 10:08.000 we even put... 10:08.000 --> 10:12.000 There was two animals, a cat on one side and a bird on the other side. 10:12.000 --> 10:14.000 And we wanted them to cross each other. 10:14.000 --> 10:17.000 Same to make the link between the two sides and say, 10:17.000 --> 10:18.000 come on, this is so silly. 10:18.000 --> 10:20.000 Look at those animals. 10:20.000 --> 10:22.000 They really don't care and everybody loves them. 10:22.000 --> 10:23.000 So... 10:23.000 --> 10:24.000 Yeah, that's great. 10:24.000 --> 10:25.000 Closing one. 10:25.000 --> 10:29.000 What can we expect from Digic's art next? 10:29.000 --> 10:30.000 Aha. 10:30.000 --> 10:31.000 I cannot tell too much. 10:32.000 --> 10:33.000 Some animals. 10:33.000 --> 10:34.000 Check. 10:34.000 --> 10:36.000 Some beautiful art. 10:36.000 --> 10:37.000 Crazy storytelling. 10:37.000 --> 10:40.000 The funny thing is that we had very good friends in Montpellier 10:40.000 --> 10:43.000 who did, you know, Stray, the game with the cats. 10:43.000 --> 10:45.000 I'm allergic to cats, but I know... 10:45.000 --> 10:48.000 So, yeah, it's funny that it's from the same city and it's our friend. 10:48.000 --> 10:50.000 So, yeah, no, maybe not animal. 10:50.000 --> 10:51.000 I don't know. 10:51.000 --> 10:52.000 You know, it's hard to animate animal. 10:53.000 --> 10:54.000 But, you know, it's... 10:54.000 --> 10:58.000 We're going to go in more narrative, in more complex, 10:58.000 --> 10:59.000 because like we did for RUN96, 10:59.000 --> 11:02.000 we wanted to have innovation, something really, really new. 11:02.000 --> 11:04.000 And right now we like challenges, 11:04.000 --> 11:07.000 so we're going to have more challenges with new mechanics, 11:07.000 --> 11:10.000 trying to see what we can do in new narrative space. 11:10.000 --> 11:12.000 But also not only narrative. 11:12.000 --> 11:16.000 I don't want to stick, like, you know, only on narrative. 11:16.000 --> 11:18.000 I'm afraid of the telltale experience. 11:18.000 --> 11:20.000 Like, you know, after a while, 11:20.000 --> 11:23.000 you just do the same type of game again and again, 11:23.000 --> 11:25.000 and obviously it's going to collapse. 11:25.000 --> 11:26.000 It requires more action and more... 11:26.000 --> 11:30.000 Yeah, so that's why we really want to put more gameplay for sure inside. 11:30.000 --> 11:35.000 And so now it's more finding a good balance of great and deep gameplay 11:35.000 --> 11:38.000 and still narration, because we like to tell stories. 11:38.000 --> 11:39.000 And art. 11:39.000 --> 11:40.000 Yeah, yeah. 11:40.000 --> 11:42.000 But not just narrative games, for sure. 11:42.000 --> 11:45.000 We really want to tackle both together. 11:45.000 --> 11:47.000 When, more or less, can we expect to learn more from you? 11:47.000 --> 11:49.000 Well, it takes time, you know, to make games. 11:49.000 --> 11:50.000 And more and more. 11:50.000 --> 11:52.000 And the more ambitious is the next game, 11:52.000 --> 11:53.000 the more it takes time to find. 11:53.000 --> 11:54.000 It's like research. 11:54.000 --> 11:57.000 So to find, to make a lot of prototypes, play tests, 11:57.000 --> 11:59.000 see what works, what doesn't work. 11:59.000 --> 12:02.000 And it's an iterative process, as you know, making games. 12:02.000 --> 12:06.000 So right now, today, we really don't know when it's going to come out. 12:06.000 --> 12:08.000 It could be two years, three years. 12:08.000 --> 12:09.000 All right. 12:09.000 --> 12:10.000 We'll see. 12:10.000 --> 12:11.000 Yeah. 12:11.000 --> 12:13.000 Looking forward to learning more about DigiXart. 12:13.000 --> 12:14.000 DigiXart. 12:14.000 --> 12:15.000 Thank you so much for your time. 12:15.000 --> 12:16.000 Thank you. 12:16.000 --> 12:17.000 Thank you very much. 12:19.000 --> 12:20.000 Thank you.