SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Reading: New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from ‘anywhere and everywhere’: ‘Greek plays, they knocked it out of the park thousands of years ago—why not look at them?’
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from ‘anywhere and everywhere’: ‘Greek plays, they knocked it out of the park thousands of years ago—why not look at them?’
Games

New Vegas director Josh Sawyer says games can and should pull on artistic inspirations from ‘anywhere and everywhere’: ‘Greek plays, they knocked it out of the park thousands of years ago—why not look at them?’

News Room
Last updated: June 29, 2026 8:09 pm
News Room
Share
6 Min Read
SHARE

Videogames: They’re cool because they make us feel things—like how cool it is to be a cowboy—or think about things—like which things are worth carrying around while being a cowboy.

Or at least, that’s what Obsidian design director Josh Sawyer says in his latest YouTube video, adding yet more yield to his recent crop of game development wisdom by explaining the place of artistic inspiration in the game design process.

Artistic Inspiration, Emotional Cores, etc. – YouTube


Watch On

In the video, Sawyer responds to a question from a viewer who’d noticed that most of his YouTube uploads are primarily focused on systems design in granular, mechanical terms and wanted to know where and how much he draws on artistic inspiration.

Latest Videos From

Asked whether game design is more a process of injecting art into design systems or designing systems around art, Sawyer provided what he said is “sort of the copout answer”: Artistic inspiration, he said, is a constant throughout the process.

The “heart of the design process,” he says, is an understanding that “you’re trying to get a person to think or feel something about something”—and not just whether or not they’re having fun.


You may like

New Vegas key art.

“There’s a lot of things you want the player to think about or experience or feel. And I would say that’s true of art and all media,” Sawyer said. “That’s kind of the goal. You’re sharing something to evoke thoughts or thought processes or an emotional experience.”

Where games differ from those other kinds of media, however, is that players often spend orders of magnitude more time with a single game than they would with even a three-hour movie. As a result, for someone like Sawyer, whose development history includes games that “are over 100 hours easily,” pursuing that goal requires “constantly reevaluating” not just how major set piece sequences, climactic story beats, and companion interactions are accomplishing the intended player experience, but also whether it’s being reinforced by the moment-to-moment systems and gameplay that will take up the bulk of a player’s time.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

That could mean adding looping reloads and hammer-fanning animations to Fallout: New Vegas to help it realize its “really cowboy” player fantasy. In a game like Pentiment, where the player’s choices can lead to characters’ executions, Sawyer said it was a matter of “continually going back and asking ourselves is this achieving the intended emotional effect. We wanted the player to feel like making that decision was hard—that they had evidence they were weighing and they were thinking, reflecting about ‘Do I feel okay making this decision? Do I feel okay sending this person instead of that person? Am I okay with the fact that I don’t really have a choice or way out of this?'”

Andreas questions a blind nun in her garden

(Image credit: Microsoft)

Meanwhile, the names of Chanter abilities in Pillars of Eternity were constructed to feel like snippets of the songs, poems, and plays that were fixtures in its cultures’ collective consciousnesses to provoke the player to imagine what their plots and authors were like. Other design decisions, like those around inventory systems, are less concerned with producing emotional effects, and more about putting the player into different cognitive modes.

“Inventory systems make you stop sneaking and murdering and climbing and doing all the core, in-the-world mechanics and then look at a menu—which you could say is immersion-breaking,” Sawyer said. “But it does have an effect on your cognitive activity. You’re doing something else. You’re thinking about things in terms of value and weight and stacks and all these other things. You’re just evaluating things in a way that you aren’t when you’re going through the world.”


What to read next

All those choices, he says, are informed by artistic inspiration, leveraging the “certain symbolism and emotional connection” that we attach to images, archetypes, tropes, and aesthetic styles we’ve seen elsewhere.

Pillars of Eternity party on bridge before ruins by waterfall.

(Image credit: Obsidian)

In his own work, Sawyer says he draws on a wide range of inspirations. In Fallout: New Vegas’ Honest Hearts DLC, he said he was channeling Robert Bolt’s character-writing from his screenplays for Lawrence of Arabia and The Mission. In Pentiment, he pulled on the “agonizing” moral and ethical turmoil of classical theater: “Greek plays, they knocked it out of the park thousands of years ago—why not look at them?”

Also on his list are Sondheim musicals, medieval illuminated manuscripts (surprise), the Modigliani and Wyeth art books that his bronze sculptor father had in his collection, the striking simplicity of a Rothko painting—even the misinterpreted lyrics of a Florence and the Machine song.

“So yeah, you can pull inspiration from anywhere and everywhere,” Sawyer said. “And I think it can be continual—and probably should be continual—throughout the process of working on anything.”

Read the full article here

You Might Also Like

Hours after announcing a collab with Fortnite, Vampire Survivors dev suggests it may back out over Epic’s touting of generative AI

Meccha Chameleon proves an explosive hit with over 10 million copies sold

Helldivers 2 is giving players a free car in October, except for those who already earned it in June

Sure would be great if Oblivion Remastered got patched on PC to coincide with the Switch 2 release

After a year and a half of rigorous testing, Path of Exile 2 devs finally convinced Nvidia to fix a driver bug by sending it an entire PC

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

Games

Nightdive’s System Shock remake is coming to VR

August 13, 2026
News

Kalshi ordered to shut down sports and election prediction markets in Washington state by Sept. 2 – GeekWire

August 13, 2026
Games

Shoutout to this particular skeleton, who researchers believe is the first confirmed case of being totally obliterated by a trebuchet

August 13, 2026
Games

This spy game is a dream come true if you love spending time in character creators

August 13, 2026
News

Microsoft’s cute little AI blob is going the way of Bob – GeekWire

August 13, 2026
News

Blue Origin partners with RBC Signals on ground station network – GeekWire

August 13, 2026

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?