Every screenshot or video I’ve seen of Nour is full of neon-colored beverages, highly saturated desserts, or hyper-realistic fruit. Everything seems to bounce or splash. It feels very playful! How did you figure out that this is how Nour should look and feel?
The entire project started as an art test. I had just learned about shaders—[Ed. note: the pieces of code that tell a computer how to light an object]—and I asked myself, ‘What’s the most fun thing I could make?’ And the first thing that popped in my head was bubble tea. Like, obviously. The colors, the gradients—it just lends itself to that perfectly. So I made an attempt at that, and then I uploaded it to Twitter. I remember a few friends just being like, ‘Oh my gosh, that looks so good. That instantly made my tongue get this fruit flavor on my mouth just by looking at this.’
From there, I became fascinated with the idea of visuals that make you hungry, or that make you feel a certain flavor—like implied synesthesia. When you think of food in anime, and 3D renders of food, they have this quality about them that makes you hungry just by looking at it. I wondered if games could capture that same feel. Because usually, in games, food is an afterthought. No one really takes the time to fully sculpt and model food at high resolutions. It’s usually something in the background, really far away from the camera. I was kind of fascinated with, like, ‘What if you zoomed in on this one piece in a video game?’
What kind of visuals did you look to for inspiration?
Definitely Ghibli films, and anime in general. It’s 2D, but it still makes you so hungry. There’s so much care put into rendering these foods. I’m just like, ‘What kind of care can we give these same things in 3D?’
Food commercials is another thing. They’ll take the time to artificially make food look so good. They’ll inject buns with this filler to make it look extra good, but it just becomes entirely inedible in the process. Something about that really fascinates me, where it’s just like, ‘Okay, we’re putting all our stock into the visual appeal.’ But it’s no longer actually food at that point.
You’ve had to build your own library of food models. What's your approach to organizing it all? I imagine if you make a doughnut, you need to know where the sprinkle assets are located, the textures. What's your process for keeping all that straight?
It started out so disorganized. I would literally just throw everything into a folder. It was so bad. But once other folks started working on the game, I was like, ‘Okay, we actually have to organize it.’ So then I started putting things in folders by the food. I would just have a donut folder, and that's where all the textures would go. But then I had to get even more granular because we started getting even more ambitious with our ideas. Now I separate it by level—like, ‘Okay, here's all the models for this level. Here's all the textures for this food.’ The materials…that's still unorganized. But you know, it's fine. You can just search it by name. It’s fine. [laughs]