![]() In us, they found a group with unique experience and valuable, diverse perspectives. In Valve we found a group of folks who, to their core, feel the same way about the work that they do (this, you may be surprised to learn, doesn’t happen every day). From the day-to-day production of our last game, Firewatch, to the way we run the company, make merchandise, meet players at expos and shows, send out a quarterly literary journal, throw open-to-the-public game demos in the middle of an artificial forest-all of it is geared towards surprising, delighting, and entertaining the customers who have shared in our success. Furthermore, and perhaps more accurately, we really like making and producing entertainment. First, we really like making video games. ![]() If you’re the type of person who gives two flips about this news, we can elaborate a little bit on this big decision. SAN FRANCISCO–LOS ANGELES–LONDON–SOMEWHERE IN NORTHERN ENGLAND-The twelve of us at Campo Santo have agreed to join Valve, where we will maintain our jobs as video game developers and continue production on our current project, In the Valley of Gods. We hope you like how it looks on a shirt as much as we do! Here is Claire’s fantastic final vector version of the logo. deciding whether the “Watch” glyph should have “feet” flourishes (green)īy the end of the third day, we’d settled on a design we’re very proud of.making the cut in the shield shape more pleasing (red).adjusting the gutter width so they are not identical (yellow).The characters look great now! Then the attention went to how to resolve some of the harsh points in the graphic, in terms of just the visual design: making sure all three glyphs take up about equal amount of space.making the middle “Fire” character symmetrical.It was fun and educational for me, as someone with elementary Chinese penmanship, to sit down and try to analyze and articulate why some of the glyphs looked like “a kid wrote it.” It was also a fun exercise for me to give Claire, our art director, some direction notes for a change! ![]() I’ve never had to think about Chinese characters as a design, but as someone who can read the language, I knew it didn’t “feel” very finished. Claire, who doesn’t read Chinese, made a pretty great first attempt, seen in the lower right above. ![]() Luckily, we are only attempting to create 3 relatively simple glyphs, all three of which are the same in both simplified and traditional Chinese, so we decided to try to do it ourselves rather than outsourcing it.įor reference, Jake, Claire, and I picked out three existing Chinese fonts that we thought were closest to the feel of Verlag, our English font. We began to play around with the idea of having a properly thought-out Chinese logo to go with the localized title.Ĭhinese typography presents fascinating and challenging problems here’s a great article about the breadth and complexity of the art form. When we began working with Tencent on a localized Chinese voiceover, it was natural for us to suggest as the official localized title. This was long before we had ever decided Firewatch would have a simplified Chinese localization, but the name stuck with me. I grew up in Hong Kong reading Chinese, and I thought the localized name was well chosen-because while it mostly suggests “fire lookout” (which doesn’t specifically imply “firefighting”), it also allows a more ominous interpretation of “person watching the fire burn.” I first considered a Chinese localized name for Firewatch when I gave a talk at GDC China 2015, and they had translated the session title as (word for word, this is “Watch Fire Man”).
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