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Showing posts with the label art style

Opinions needed: which art style for Cello Fortress?

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The gameplay of my live performance game Cello Fortress is nearly finished, but the graphics are still basic blocks with some crude textures. Recently I've been working on figuring out what style I want for the game, and I've ended up with two possible styles that I like: one dubbed "Surreal Architecture" and the other "Rough Polygons". Since I have a hard time choosing, I figured I'd just ask here. Which style should I use for Cello Fortress? I've also added the pros and cons of each style as I see them. Several are just my personal taste so let me know in the comments if you disagree. "Surreal Architecture" style The basic idea of this style is that you travel through a world of surreal architecture. The surrealism is of the subtle sort: on first sight it might look like normal classical architecture, but if you stop and think for a second you realise this cannot be: buildings are too big and repetitive, it makes no sense to have a city ...

Making gameplay stand out against rich backgrounds

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Good game graphics are not just about being pretty. Equally important is that they communicate well. The richer and more detailed a visual style becomes, the more difficult it is to communicate gameplay clearly. With the amount of detail and variation we wanted in Swords & Soldiers II it was a challenge to make the units, spells and other gameplay objects pop out against the colourful backgrounds. Today I would like to show the tricks our artists used to make this work. The reason this is important is that otherwise it would not be clear which objects are interactive and which are not. For example, is a tree a wall that I cannot pass through, or just a backdrop that has no effect on the gameplay? Ideally these kinds of things are immediately and intuitively clear to the player, without requiring any explanation. Our new game Swords & Soldiers II launches on Wii U on May 21st. The easiest way to achieve visual clarity is to not have any backgrounds or effects. Just a flat-colou...

Evolving level art from Swords & Soldiers 1 to 2

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In Swords & Soldiers 2 we are stepping up the quality of everything compared to the original. Level art is one of the areas where we are improving the game a lot. With our improved tools we can make them look a lot more detailed and varied. We also approach level art in a very different way now. Today I would like to discuss how the approaches in both games differ and why we switched to different techniques. In the original Swords & Soldiers the levels were mostly procedurally generated. The only parts that were placed by hand were the ground itself and the small props on it, like grass and flowers. The foreground and background layers were randomly filled with objects. Since this is essentially a 1D game I simply wrote an algorithm that placed mountains (or trees, or houses) at varying distances from each other. Each layer had a bunch of different textures and settings for how densely it should be filled with objects. There are many arguments in favour of procedurally placing...

Guys With Guns: concept art for a cancelled Ronimo project, or: Being asked to pitch for a publisher's project

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I have previously discussed pitching your games to publishers , but that was from a very specific perspective: if you already have plans for a game and are trying to make a publisher interested in that. Once a studio has gained some credibility the opposite can also happen: sometimes a publisher is looking for a developer for a game they want made, and they ask a bunch of game studios to pitch for that project. Around four years ago (early in development of Awesomenauts ) this happened to us twice, in both cases with well-known publishers looking for a fresh and different take on a famous franchise they owned. Today I would like to show the concept art our artists made for one of those, and explain how these kinds of pitches work. Note that things like this are almost always under NDA, so I cannot mention the name of the publisher or the franchise involved. An NDA ("Non-Disclosure Agreement") is a common type of contract used in the games industry in which two parties agree t...

Style exploration for Cello Fortress

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So far I have focussed all my efforts for Cello Fortress on the gameplay. Controlling a game with a live cello is a big challenge, both technically and in terms of game design. Now that that is turning out well, the next step is to get rid of the prototype art and give the game real graphics. I have been thinking a lot about the exact visual style and the goal is of course to make Cello Fortress look really good. While the current version of Cello Fortress does not contain any of these visual ideas yet, today I'd like to show my inspirations, and some visual experiments that I did. The base inspirational image for Cello Fortress' visuals comes from the special edition booklet to Radiohead's album Amnesiac . It is a really noisy and small image, and the scan makes it even worse, but the core of it is this: extremely low-polygon mountains with extremely low-res textures, so that there are big square pixels on the flat triangles. Taking this idea, I did a quick experiment in ...

How to really involve a larger team in the creative process

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At Ronimo we strongly believe in involving the entire team as much as possible in the creative process of game development. No matter whether someone is a lead, a developer or an intern, everyone's opinion is valuable. This is, however, an incredibly difficult thing to do. In the past months we had 16 people working in our office. That means sixteen different opinions, and even just understanding each of them is already incredibly difficult, especially when it comes to difficult-to-explain graphical concepts. Let alone if you want those 16 people to agree, or to least all feel like their voice has been heard and seriously weighed in. There are two big problems involved in this, and this blogpost outlines a method that tries to work around both: -A decision might be made without really taking everyone's opinion into account. -The process might take endlessly, as everyone has a different opinion and we keep trying to find a middle ground. So today I would like to talk about the ...

Monster Truck VS Zombies - A cancelled Ronimo project

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At Ronimo Games we make lots of stuff that is never released or shown outside our office. Kind of a pity, really, because quite a lot of that is really cool! So I am really happy that today I can show one of the cancelled projects that I personally like most: the insane mockup trailer we made in May 2009 for Monster Truck VS Zombies! This is a pitch video we did for a big mobile publisher (can't say who, since that's confidential). They wanted fresh games for something, and in a couple of days we came up with a concept, made concept art and produced a pitch video to show all of that. This was to be a really small game, so we came up with a slightly simpler concept than what you usually see from Ronimo. The idea was to make a side-scrolling stunt-driving game, much like Excite Bike and Trials. You drive a giant monster truck and the goal is to kill zombies through stunt kills. After each level you can buy upgrades and weapons for your truck and driver. But really, the video say...