Funny story: #Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.
Here is how the surfing level looked in our editor. This was one of the most complex levels to build. I spent so much time tweaking the angle, position, and shape of every ramp and gully. #Journey
Every character here was playable at one point in an early version of the game. I went from humanoid to very detailed, and back to as minimal as possible. Each iteration was an important step in finding the final design. #Journey
10 years ago today @thatgamecompany released #Journey. I was the art director. It set the course of my career and my art. I'm forever thankful to the community of players and their incredible love for the game. This is a thread comparing early dev images and how things shipped.