We reveal you, from the inside, how Element: Space’s universe is created and captured. Pablo has experience in the video games and film industry, and has participated in different projects such as Alien: Colonial Marines and Civilization V, Metegol and “El secreto de sus ojos”, Oscar winner for Best Foreign language film.
For the last two years we’ve been developing one of the most important IP projects of Argentina and Latin America. We’ve gathered a talented team, made up of more than 60 members, whom are responsible of giving life to this fascinating project that has one goal: to tell stories that inspire the world to play.
We interviewed Pablo Palomeque, Art Director at Sixth Vowel, responsible for translate the ideas into concept art, so as to reveal to you, from the inside, how Element: Space’s universe is created and captured. Pablo has experience in the video games and film industry, and has participated in different projects such as Alien: Colonial Marines and Civilization V, Metegol and “El secreto de sus ojos”, Oscar winner for Best Foreign language film (2010).
How did you start working on “Element:Space”?
At the beginning of 2015, Javier Entelman -Sixth Vowel CEO and the IP’s creator- called me to tell me that he had created a Sci-Fi story which he wanted to produce in a videogame format. I thought it was a crazy idea (laughs), because its content was huge and our country had no experience in productions of such magnitude. But as I got to know more about the project, its world, futuristic environments, together with the strong message that the story entails, I knew that I wanted to be part of it and leave my creative label.
How can you describe a normal day at work?
Normal? There are no normal days (laughs). Generally, I start by gathering the team, setting priorities for each day. The proposed guidelines and objectives are taken from the production area, and we have periodic meetings with the Creative Director to interpret and translate the conceptual idea into an artistic piece that reflects the personality and aesthetics of either a faction, character or stage as close as possible.
Something that is appreciated in our daily work within the team is that everyone can explore and play when searching for the aesthetics, and the Creative Director is open to listen to changes or counter proposals, keeping an open mind to suggestions which helps to improve and enhance the final product.
Which are your favourite videogames?
Well, I always liked playing role games such as Baldur’s Gate, Pillars of Eternity, Planescape: Torment, Tiranny, where the story and the characters development matter, and feel that your decisions have implications during the course of the game. I think that was also an important aspect when committing myself to this project, because the story is interesting, decisions matter, it’s impressive in terms of artistic richness and adds value to this genre.
What important aspects would you like to highlight from your experience in the production of “Element: Space”?
Thousands! (laughs) Generally speaking, I think I could list three. In first place, the fact of working with a talented team, highly capable and multidisciplinary, that works with the conviction of knowing that we are creating something important for our country, that may let the studio take on the spotlight in the Latam. Second, the story and artistic richness that the game proposes seems very interesting to me. Translating the idea into concept art and giving life to all the characters, factions and scenarios seem very attractive to me. Last but not least, the amount of content that the game has, requires a certain complexity when engaging the project to which I’m not used to. In every sense, it’s an innovative and challenging project.
What future projections do you see in “Element: Space”?
I believe the main thing is the potential for continuity of the story and the possibility of continuing to work on deepening the richness that exists both in the personality of each faction, as well as its characters.