"Constraints as a Compass: How Limitations Shape Creative Solutions"
Location: Aula
Moderated by Daniel Heßler
Constraints aren't the enemy of creativity; they're often what make it happen. But knowing how to work with them is a skill in itself.
This talk explores how constraints, once understood, become the invisible framework behind a strong design that guides the creative process, especially in game development, where various limitations constantly overlap. Drawing from the production of the award-nominated 2D adventure Constance, I’ll share how our small, unconventional team turned technical limitations, time constraints, and budget boundaries into tools for clarity and cohesion. Smaller productions are often praised for their creative focus and distinctive style; qualities that usually emerge because of their limitations. Creative constraints lead to sharper focus and better problem-solving. And that applies far beyond games.
Whether you're working in visual, audio, interaction, or spatial design: recognizing the specific boundaries and needs of your project helps turn uncertainty into structure. It’s not about limiting your creativity; it’s about giving it something to push against, something solid enough to spark powerful ideas.
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Siba Gasser is a 2D game artist and currently serves as the Lead Artist at btf Games. Originally from an illustration background, she entered the games industry through self-study and years of freelance work. Her artistic focus includes atmosphere, emotional storytelling, and visual clarity. At btf Games, she plays a key role in shaping the visual identity of the hand-painted 2D adventure "Constance," which explores themes of mental health and artistic challenges. She mainly contributes through background painting, concept development, and visual style creation, always working closely with the team. This collaboration and shared creative growth are central to her artistic approach.