eye for games magazine, june 2015
DESCRIPTION
In this issue: - Ori and the Blind Forest, music & sound interview with Gareth Coker; Character and Ability design in Secret Ponchos; In development game Trial by Viking; A spicy blog by Rai "Freedom of creativity in the game industry, how much do you have?"; Concept art pages featured by Creative Uncut, Mortal Kombat X; and more!TRANSCRIPT
JUNE 2015
Eye For Games is about game design and development • • www.eyeforgames.com
TRIAL BY VIKINGlast life games
© 2015 Audiokinetic Inc. All rights reserved.
* Visit wwisecertification.com for details
Wwise is the most advanced, feature-rich interactive audio middleware for games, bar none. Whether you’re an indie or a multi-million dollar production, Wwise will work for you.
New in Wwise 2015.1Integration with Nuendo 7Profiler, RTPC & Vorbis EnhancementsIncremental SoundBank GenerationEvents triggering eventsSub-platform customizationAnd much more...
episode oneOnikira: Demon Killer
Hosts: Rai Sewgobind, Chad Fust, Tim Mitchell, Phillip Ash
ART DIRECTOR
Rai Sewgobind
COPY EDITOR
Jerry Kline
WRITERS & CONTRIBUTORS
Tom SchoenMax Simard Poirier
COVER DESIGN
Game: Trial by VikingDeveloper: Last Life Games
Eye For Games is a platform about game design and development where students, young professionals and developers can network and connect. By looking from different perspectives we provide inspiring, motivating and educative content.
EDITION SUPPORT
Creative UncutIndievelopmentKlei EntertainmentLast Life GamesMoon Studio - Gareth CokerPlaysaurus Switchblade Monkeys
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from the publisher/author.
www.eyeforgames.com
EFG magazine June 2015
For more information you can contact us at: [email protected]
Watch the episode here!
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GARETH COKERM U S I C & S O U N D
I N - D E P T H - C H A R A C T E R A N D A B I L I T Y D E S I G NSECRET PONCHOS
map of pages
Freedom of creativity in the game industry,
how much do you have?
16MORTAL KOMBAT XFeatured by Creative Uncut
Who is Ratchet? who is?
The appeal of Clicker Heroesauthor’s blog - Tom Schoen
Trial by Vikingin development
Art book special: Don’t Starvein depth - item / creature design
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38
46
36
14
34
RAI BLOG
WE ASKED... Do you feel at home in the game industry?
map of pages
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Ori and the Blind Forestby Max Simard Poirier - music & sounds
music & sound interview with Gareth Coker
These days you see games come and go, especially with the number of indie games coming out. With all these
new titles and IPs it’s hard to be able to create a vibe of sorts that will stick with the game and truly give it an
identity. In my opinion, I truly think music is the key to solidifying a game’s true identity and I find that indie
games are the breeding greed for truly innovative soundtracks. Unlike AAA games that must serve a greater
audience with “Hans Zimmer-esque” soundtracks filled with giant percussions, immense string sections, and
brass that can shake the very earth you walk on, indie games are able to take a chance on new blood and
actually explore the subtleties of music in interactive media.
Gareth Coker truly delivered an amazing soundtrack that gives Moon Studio’s game Ori and the Blind Forest a
true identity. I had a chance to talk with the composer about his score and how he went about creating and fine
tuning it. Having worked in film, advertising, and games, I was truly intrigued and had to speak to him about
his work on the game.
MSP: Given your background in film and advertising,
what brought you to games?
GC: An email! Moon Studios director Thomas Mahler
reached out to me before he was pitching Ori. I
scored the prototype of the game that was pitched
to publishers. Microsoft bit, and here we are.
Honestly, I’ve never had a preference one way or the
other between film, games, or advertising; they are
different mechanisms to tell stories, which is what I
enjoy doing the most through music.
MSP: Do you consider yourself a “gamer”? Did you
play a lot of games as a child?
GC: I am definitely a gamer, and have been since I was
four. My gaming days go back to the ZX Spectrum – a
machine most people outside of the UK won’t have
heard of. I also recall the times when cassette tapes
were used to load games. Thus, I have played a lot of
games, and I think that helps me get into the mindset
of what a gamer (even though they are all different)
might want or not want from their musical experience
when playing a game.
MSP: Over the course of your career you have
traveled a lot. Did any of these countries have an
impact on your compositions?
GC: It’s difficult to say whether one country in particular
had any more impact than the other, though I’d be
lying if I said that Japan didn’t have an impact, as I
lived there for 3 years. A lot of the influence happens
simply by osmosis. If you go to another country, really
embrace it, and go off the beaten path, you can really
gain a lot quite quickly, not just from music but from
all the different experiences you are likely to have
never had before. It’s all of those things that can help
you later on with writing music. The more you have to
draw on, the easier the creative process becomes – at
least for me.
MSP: How would you describe your experience in
school studying film composition?
GC: I had two chapters to this. At the Royal Academy
of Music, I gained a lot of the tools and foundation
knowledge required for this business; orchestration,
synth design, conducting, composition techniques,
writing to picture, and so on. At the University of
Southern California, it was the practical application of
those techniques. That said, film/game scoring is an
ongoing learning process. Our industry is constantly
evolving and changing; composers have to adapt.
Also, writing for orchestra is a lifetime’s study, never
complete! There is always something to learn from
each orchestral recording, that’s when you learn the
fastest.
MSP: Who do you thank most for all your motivation?
GC: This is an easy one. Simply put, without the
support of my parents, there’s no way I even get close
to being able to do this for a living. There aren’t really
any artists/creatives in our family, and yet they still
allowed me and gave me the space to follow what I
love doing.
MSP: Did you do something entirely different with
this soundtrack than what you’re normally used to
doing?
GC: I think the most unusual thing is that I was
given access to the game from the very beginning.
While I haven’t been writing music for the project for
four years, I’ve been able to play it throughout its
development. This allowed me to get a feel for how
the mechanics of the game worked, which gave me
ideas on the kind of pulse, drive, and momentum I
wanted to give to the music. Then when the visuals
came in gradually, that informed what kinds of
instruments I wanted to use for each main area of
“I think the most unusual thing is that I was given
access to the game from the very beginning.”
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the game. The long development time and constant
access to updated builds meant that when it came to
crunch time, not just me, but everyone had a great
feel and understanding of the kind of experience we
were trying to create for the game. It meant we could
get content out pretty quickly that was faithful to the
overall vision of the project, as everyone was totally
in sync.
MSP: Let’s say you get started on a score for a
video game, what is the first thing you do? How do
you start composing?
GC: If it’s available, I’ll always ask for a build of the
game. I think it makes life a lot easier if you can
really understand the mechanics of the game from an
early stage. Then I’ll try and dig into the story and
overall narrative arc of the game and also what the
director / development studio is trying to achieve.
Then it’s simply a case of writing, testing in-game,
and iterating, finding themes, discarding themes,
developing themes, testing again. The score as it’s
heard in Ori is simply the result of me playing the
game a lot, and then recomposing certain sections to
improve the overall flow. I think the earlier you can
play the game, even before you’ve written a note of
music, the easier it makes the creative process.
MSP: What was your initial reaction when you saw
the game in its development stage?
GC: The first time I saw the game was its prototype.
The game had a different look back then, a lot more
abstract, but the core mechanics of the game were
there and simply put, when I picked up the controller
and wandered around the world, I thought “This is
fun, beautiful, and challenging.” When you see those
three things, that’s often a promising sign for what is
to come.
MSP: Did you have a lot of collaboration and back
and forth with the sound designer on the game?
GC: Andrew Lackey was our chief sound designer
for the game, and while we never met in person, I
feel like we had some kind of a telepathic link
throughout the game’s development. We never really
got in each other’s way, and rarely found music and
sound competing for space. Our ideas meshed very
well from the beginning. A simple example of this
regarding the music is the fact that there is very little
untuned percussion in the score. This is because Ori’s
sound effects sort of act as the percussion section. I
thought, “Why bother getting in the way of them?’”
This was one of the things we discovered early on in
the game’s development, and taking away the option
of having untuned percussion meant I could focus on
other ways to give the music rhythmic energy, which
we largely did through tonal pulses, rather than tribal
drum rhythms.
MSP: What do you like about indie games?
GC: I can’t really compare the indie game experience
to the big studio game experience, but one of the
things I liked about Ori was how easy it was to interact
with other members of Moon Studios, and also, as I’ve
alluded to already, having the constant access to all
the development builds of the game. Even though they
weren’t my personal programmers, it felt like Willem
Vos and David Clark (who handled the majority of
the music implementation) were always just a Skype
message away. It felt like whatever I asked for it was
handled within a matter of hours, if not minutes! I
really liked the openness of the studio. It was very
easy to get feedback, both good and bad, on your
work!
MSP: Do you often let yourself get inspired by other
forms of artistic expression like books, visual art,
etc.?
GC: We are lucky to have some fantastic museums and
art collections in Los Angeles. LACMA (Los Angeles
County Museum of Art) almost always has something
new and interesting to look at, and I always have fun if I
go to the California Science Center. I find I get inspired
by not just art, but also knowledge and stories. The
world has a rich history, and frankly, there is so much
of it that I know comparatively nothing about. A good
story for me, whether it’s expressed in a painting, a
book, a documentary or a film, is something that can
often kickstart a good idea.
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interview
MSP: When is it you feel you are the most creative?
GC: It’s either the middle of the night, or first thing in
the morning, depending on my sleep pattern, which
varies greatly. I am not creative in the afternoon,
so that time is usually reserved for tasks that don’t
require the creative side of my brain. Of course, the
other thing that always inspires creativity is the ticking
clock that represents your deadline!
MSP: Is there anything in particular (or anyone)
that inspires you constantly?
GC: I generally don’t have to look too far for inspiration.
Great art and music is never far away. Personally,
I never tire of hearing the work of the composer
Maurice Ravel. There is a beauty to his orchestral
work that is also very accessible to the untrained ear.
I can put a work by Ravel on, read the score, and I’ll
almost always find something new that interests me.
MSP: Do you have a quick fix for writer’s block?
GC: Writer’s block is the worst! But I have found that
if I am struggling for an idea, I simply fall back on to
techniques that I learned and it can often get me out
of a hole. Some of the best advice given to me, was “If
in doubt, play the tune.” That is, if you’re struggling
in a scene, if you play the melody it can often get you
through that scene. It generally works, although the
one caveat is that you need a good melody in the first
place!! The other thing that I find that is very effective
is getting some exercise; I usually choose to play
tennis or go for a run.
MSP: If there was one game you could go back in
time and create the soundtrack for, what would it
be?
GC: I am a huge sci-fi fan, and I love the world that was
created by Bioware for this game series - I would love
to go back and do Mass Effect. That said, it’s tough
to imagine music any different from what is in the
game now, but it sure is fun to think about musically
conceptualizing a gigantic new world/galaxy like that
one!
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Freedom of creativity in the game industry, how much do you have?by Rai Sewgobind - blog
I am not a feminist, but I do believe in equality. I have an opinion, I have a point of view, and
if I would like to see something changed in the game industry then I do this as a gamer,
not as a feminist who is targeting the game industry.
Recently I read a Gamasutra interview with Koji “IGA” Igarashi:
“The most difficult thing for me was changing the main character
to a woman.” The first thing I thought when reading this was
what his reason was, because to me it sounded like he had to
force himself into making this decision. But then I read this:
“Americans really love tough female characters. It’s also a
country where a lot of questions and problems about gender are
currently being advanced, and there’s many people who believe
‘there’s been nothing but male heroes in video games; please
make games with both genders.’
“Many people who believe that there’s nothing but male heroes
in video games?”
I think I know who he is talking about and it’s not “many people”
- it’s a certain group of people. And this certain group of people
does not speak for a certain other group of people even if both
groups play video games. So why should that certain group have
the upper hand and result in an artist making a decision that
took away his freedom of deciding the gender for his game?
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Gamasutra interview resource
http://www.gamasutra.com/view/news/244376/Bloodstaineds_female_lead_Miriam_reflects_the_games_audience.php
Another thing Koji “IGA” Igarashi said in the interview:
“I think having a female hero is more motivating
to male gamers, and I think women would like to
control a female avatar, too. Including both genders
as protagonists would have been way too much work
for us to handle, so we decided on making the hero a
woman.”
I know that it is pretty much not acceptable anymore
these days when a developer explains that it is simply
too much work to put both genders as protagonists.
Yet they decided to change the hero into a woman. It
looks to me that male gamers easily accept a female
hero more than female gamers accept male heroes. I
wonder how many non-gender targeted video games
with a female protagonist have been supported by
women. To me this is not equality.
At this point I would also like to ask Igarashi, “How
much freedom do you give yourself when creating a
game that comes from your heart, from your passion?”
If you are a part of the game industry then you’ve
already figured out how certain things work. How triple
A companies and publishers have their own business
model, did their research, and have their target
audience set. And you also know how independent
game developers have their bowl of noodles and their
piece of freedom. But do you really think that both
types have the same level of freedom?
Feminists started with fighting for equality, but all I am
seeing now is an excuse. I am a gamer, I am woman, I
am a woman doing business in the game industry. I do
not call myself a girl-gamer AND yet I do support video
games having female and male protagonists.
Maybe you shouldn’t take things so personally in video
games. Imagine if male gamers would do that...
To all game artists and developers out there (who have
the freedom): give your idea, creativity, and decisions
the needed priority. Work from there together with
your community, because they will enjoy your game
regardless of its genders.
Yesterday I was Fem Sheppard.
Today I am Geralt of Rivia.
Tomorrow I am Kirby.
But I am always myself, enjoying video games.
- Rai Sewgobind, Founder of Eye For Games
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F E A T U R E B Y
C R E A T I V E U N C U T
MORTAL KOMBAT Xc o n c e p t a r t
a r t i s t sMarco Nelor, Justin Murray, Bernard Beneteau, Solomon Gaitan,
Atomhawk Design
feature | creative uncut
I N D E P T H
CHARACTER ANDABILITY DESIGNin Secret Ponchos
Hi there, my name is Jose Lopez, I’m the Art
Director on Secret Ponchos. My main role was
to give the game a stylized look in the visual
side, mainly through character design.
Jose LopezArt Director on Secret Ponchos
Yousuf MaparaCreative Director on Secret Ponchos
CHARACTER DESIGN
We kicked off the game with five different characters: Phantom Poncho, Kid Red,
Killer, Matador, and Deserter. Each one of them has a very unique look and fighting
style. We started with the cowboys, Killer and Kid Red, which fit the more familiar
western persona. Phantom Poncho added a bit of Mexican flare with the Day of the
Dead mask and charro suit. Then to venture out a bit and spice up our line up, we
added civil war fighter Deserter, and for our female character The Matador, adding
some Spanish beauty.
On our second wave we introduced two great characters Gordo and The Wolf.
Gordo has a huge presence, he’s massive with a great silhouette and his Gatling
gun is pretty much part of the character; the overpowering weapon looks great
while firing. And the Wolf, she is lethal and quite different from the rest, the wolf
fur she has wrapped over her body makes her look like the real animal as she
crawls thru the maps ready for another kill.
Hello, my name is Yousuf Mapara, I am the
creative director on Secret Ponchos, so I oversee
the game creatively, and design the gameplay
and mood of the game.
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INSPIRED BY ANYTHING SPECIFIC?Yes. They all originated from real wild west characters but the main inspiration
comes from the countless western films we’ve seen all our lives that we love so
much.
DEVELOPMENTWe made sure that the game was cohesive, and that all characters would fit into
that time period of the Wild West. We referenced the western films that we love,
weapons, costumes, and started making a list of what fits our outlaw needs. But
mainly we wanted to give each one of them a specific personality and history, so
we wrote character bios describing their back story and attitude. From there we
looked at how they would carry through from a fighting style and game play. We
always made sure all the elements were accomplished. We never just settled on a
character just because it was a good design.
TRY TO DO ANYTHING UNIQUE WITH EACH CHARACTER?From my end I just wanted to design characters I would love to draw and that
hopefully people react to. Another thing is the weapon they carry. It became
essential to the design to know what he or she would be packing, it set the tone
on who the were, what they been through, and how they fight.
SCRAPPED IDEASWe had a few good ones that didn’t make the first cut but that doesn’t mean they
are out completely. Once we picked the number of characters we were going to
be able to put in the release of the game, we looked at them as a group: how they
looked together, fight each other, and try to feed looks that cater to different type
of players. So the original band of five we had was the most diverse on its own,
and at the same time worked the best together for our the first wave of the game.
FAVORITE CHARACTERPhantom Poncho! The character carries the look of the game like no other I believe.
The way we stylized all the familiar elements in design plus adding touches of
mystery make him very special.
“I just wanted to design characters I would love to draw and that hopefully
people react to.”
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ABILITY DESIGN
We focus on making sure each outlaw plays totally different from the others, and
that these changes affect how you use your outlaw strategically. Each character
has a primary and secondary weapon, and within those weapon types you can
launch different moves, usually two or three. For example Kid Red wields dual
pistols, he can shoot them rapidly one after another, or you can use his alternate
fire where he blasts both at the same time into the chest of an enemy, knocking
them down and stunning them.
Aside from the moves, characters also have very important subtle differences that
affect how they play. For example, one outlaw may regenerate stamina slower
than another, making each point more valuable to them. They all have differnent
strengths and weaknesses in how they perform their fundamental actions, so it’s
not just their special abilities that set them apart.
INSPIRATION AND IDEASI draw inspiration from the character art Jose creates, and use the inspiration of
their personalities that we imagine. We make a list of moves that would suit that
attitude of the character, and then we make sure to compare that set overall with
the entire set to make sure they work as a unit. Before I finalize the short list of
moves, another important step is I try and get the character’s basic locomotion
working (walk cycles, runs, etc), so I can run around in game and try and visualize,
looking at the model and pretending I’m doing the attacks.
It’s not just one move at a time you worry about though, because all the moves
need to work together as a set, and then that character needs to work well with the
other characters as a larger set, so this stage is really important. Once I have the
moves in my head shortlisted, I start animating them. The animations themselves
give me more information and sometimes the moves change slightly at this phase.
Once I’m happy with them we prototype the gameplay and test that it’s all coming
together.
“ We try and keep the moves feeling “physical”
and grounded in a spaghetti western theme. ”
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We try and keep the moves feeling “physical” and grounded in a spaghetti western
theme. The other big factor we go by is “everything has a cost,” so that you are
constantly making strategic decisions when playing about what the risk for a
certain move is. Even something as simple as a dive roll has a trade off - it costs
stamina. If you’re too aggressive you might not be able to make an escape. If you
miss a heavy attack, you might be caught in a recover animation where you are
sliding across the dusty ground for a second and vulnerable to a counter attack.
In Secret Ponchos there is constant decision making going on during the battle,
which creates the gameplay.
VISUAL VERSUS TECHNICALWe typically start with the visuals (which is a different way of working than most
studios), and the attitude of the character to inspire the context of the attacks. We
try and understand first the overall rhythm we want the character to play at, and
the last step is then defining the technical details (i.e. is it a stun/wound/range/
are-of-effect). The technical details change a lot during iteration, but usually the
rhythm and concept of the character stay as the anchor.
ANY SCRAPPED ABILITIES?Yes lots! Every character has had scrapped ideas. We explore a lot of ground
before picking what we think works the best. Though it would be awesome to
make it perfect the first time, as we develop the outlaws, we see ways to make
them better. For example, Gordo had a move where he could spit alcohol onto an
opponent, and the next shot landed on them would ignite them into flames. He
could also plant his peg leg down and pivot on it shooting his gatling gun in circles
quickly! We cut those moves in favor of others, but they would be pretty fun.
FAVORITE ABILITY?Killer’s knife throw is my favorite ability at the moment, especially when landed
from super long range. If you hold down R2 while you throw his knife, the camera
attaches to the knife and follows it as it spins through the air. You can bank the
knife a little left or right to curve the trajectory as if he put a spin on it, and it’s
really satisfying to connect with a target who is running from it.
THANK YOU FOR SHARING YOUR PASSION WITH US!No problem. A lot of people do not know the background of how this game was
made, but Secret Ponchos was not made by a big studio, we’re the opposite! A tiny
group of friends working out of our homes. We started collaborating together as a
passion project only because we were excited to make a game that was fresh and
that we would want to play. We hope you and your readers enjoy the gameplay
and the art style, and feel we brought something fresh to the combat game scene.
Switchblade Monkeys Secret Ponchos
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in depth
Do you feel at home in the game industry?
Eye for Games asked the community if they feel at home in the games industry and if there are certain things that could demotivate their passion. Here’s what
our community had to say about it.
Rai Sewgobind - founder, Eye For Games
I do feel at home in the industry because that’s
where my passion lies. This is what best connects me
with people working in the industry, and even other
gamers.
I’ve been working on game development on my
own for over 10 years and have a couple of released
games, but I still feel like an outsider from an industry
perspective. Maybe I’m just anti-social, but I generally
find the game development community intimidating
to enter.
That’s not to say that the game industry in general
has a bad community, as it can be both motivating
and de-motivating. I think it’s important to realize
that while you’re excited about what you’re working
on, so is everyone else with their own projects. One
needs to show interest to get interest.
I think it really depends on the person. Having
passion for something you’re working on is certainly
a key ingredient and I think something that is so often
From a media platform, yes there’s enough that can
demotivate me. It can get pretty tough since we’re still
a very small outlet. Knowing that we are still growing,
improving, and have the support of our community
helps a lot.
lost in the process as one becomes overwhelmed.
Staying motivated is such a large challenge and
proper motivation can often come from the simplest
sources. The game industry in general can be both a
big motivating and demotivating factor depending on
who and how you approach.
For me a big motivator and demotivator is following
other projects development. This can be very inspiring
and motivating, but can sometimes have the opposite
effect of feeling like you’re nowhere near what others
are capable of.
Tim Pelham - CEO at Nitrous Butterfly
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Around developers definitely. I love passionate,
intelligent people, and we have an industry that’s rife
with them. Upper management/executives make me
feel uncomfortable, but I understand that I am the
passion/creative side and they are the money/value
side. We need each other - most of the time.
I think passion is fantastic but working in games
is a continual learning process. Being passionate
and staying a student are what make great game
developers. There are always new approaches,
methods, and techniques to add to our repertoires.
“They will rot your brains,” “You’ll never get a
girlfriend playing those all day,” “Good luck getting a
job in games.”
These were all things I heard growing up. Yet, never
did I imagine I would be working with some of the
nicest individuals, in an industry I love. I’ve always felt
The most demotivating thing about the industry is
the double-sided sword that is your value as a game
developer. On one hand you can be highly sought
after for your experience, knowledge, and skill set,
but at the same time our skill sets are usually feature
or project specific. Once those skill sets become
unnecessary so do we. I liken it to an athlete - you are
valuable when you have an immediate need and are
nothing more than a waste of space at most studios
when you have fulfilled said need.
welcome in the gaming industry, for the most part,
because of the shared passion we all have.
Whether it is a cry of victory or groan of defeat, it’s
our love of games which unites us, and honestly has
led to the strongest professional and personal bonds
I’ve experienced.
I definitely feel at home in the game industry. I love
playing games by myself and with groups of friends
just as much as I love making games. Going to big
game events like GDC is one of the biggest things I
look forward to all year. To hang out with so many
gamers and developers and talk about games for a
whole week is pretty awesome.
It is definitely going to take more than just passion.
Of course, passion for being a part of something as
awesome as the games we all create will help you to
find ways to get everything you need.
Nothing makes me rethink about being in the game
industry. There are several things that demotivate
me and slow me down when working on projects.
Especially when starting a new project. Putting in
hours and not getting any sleep, then morning comes
and it does not look like you did much from a visual
perspective. But, once the pieces all start coming
together and people are wanting to play it, it's all
worth it.
Brian Faulkner - Program Designer/programmer at iFF_Games
Jonathan Jennings - Unity Developer at Fuel Games
Christopher Anthony Conrad - Director Business Development - Americas at Mobecan
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Name:
Birth year/age:
Birthplace:
Gender:
Height:
Weight:
Race/species:
Haircolor:
Eyecolor:
Skin color:
Special:
Combat style:
Primary weapon(s):
Primary enemy:
Goal:
Support/Associates/sidekicks:
Ratchet
15 years old (first series)
Fastoon
Male
5’1 (155 cm)
97.5lbs (44.3kgs)
Lombax
Yellow
Green
Yellow/orange/brown
Bomb glove
Somewhat acrobatic - slashing
Large Wrench
Drek
To save the Solana Galaxy
Clank
"Son of a Qwark!" - Ratchet
Initially, various designs for Ratchet were made-first showing cat-like
features, but then changed to more dog-like features. For his final design
it looked like two different animal features were combined and refined.
Ratchet’s personality sometimes appears different than how he looks
from the outside. He isn’t afraid to make his opinion clear, which often
brings his headstrong personality to the front.
His confidence takes him, along with his robot buddy Clank, on a mission
to save the Solana Galaxy. This adventure also shows off Ratchet’s
comedic side.
RATCHETwho is?
by Tom Schoen
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who is?
T H E A R T A N D D E S I G N O F V I D E O G A M E S - A R T B O O K S P E C I A L
Klei Entertainment
DON’T STARVE
T O P I C S :C H A R A C T E R A N D I T E M D E S I G N
This article first appeared in "The Art of Design of Video Games," a book EFG published in 2014.
in depth
Klei Entertainment
DON’T STARVE
T O P I C S :C H A R A C T E R A N D I T E M D E S I G N
Alex SavinArtist / Animator
Kelly Graham Artist
I’m Alex Savin and I am an artist/animator on Don’t
Starve. There was only between one and three artists
on the project at any given time, so we tended to jump
around a lot. We’d do all types of art assignments
needed for the game whether it be concept art,
character design, animation, UI, etc.
Hey! I’m Kelly Graham, also an artist on the Don’t
Starve team. Like Alex said, on a small team you are
a Jack-of-all-trades! We had new content updates
every three weeks so maintaining the art style and
gameplay consistency was sometimes a challenge.
I’d test out new features and try to work with the
designers as much as I could before release so that
things looked and felt right in game.
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Alex: We looked at a lot of different sources for inspiration. Early
Tim Burton, H.P. Lovecraft, Lemony Snicket, Jim Henson, Jules
Verne, Edward Gorey, and a ton of art blogs just to see what
else was out there. I’m sure I’m forgetting a dozen more. Our
process for designing creatures was fairly loose. We’d come up
with interesting looking shapes or mashup a couple of different
animals. How about if this bird’s body was a huge eyeball and
it walked on stilt-like legs? Okay! Let’s give the rabbits horns -
done!
I N S P I R A T I O N
Kelly: Yeah, the theme became combo-creatures pretty quickly! I
think that really helped give a familiar sense to the Don’t Starve
creatures and how you should interact with them but still gave
you room to be delighted/weirded out by them. Chester was
designed as a furry mobile treasure chest which upon first glance
you’re like, “What the crap is that thing?!” But we animated him
to bounce around with his tongue out and follow you like a dog,
so then you love him.
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in depth
Alex: Sometimes we would just design a weird and creepy
creature and the game designers would find a suitable use for
it in game. The Deerclops was an example where we designed
the character and then came up with a use for him afterwards.
Other times the game designers wanted to fill a missing role
and we’d design a character based on their input. The Treeguard
was created to prevent players from cutting whole forests down
without consequences, and the monkeys were created so that
you couldn’t leave your items out on the floor without having
them stolen.
D E S I G N
Kelly: In general, we tried to keep with the eerie, cute theme and
avoided anything too spacey looking. In some cases, with both
creatures and items, we’d just be hashing out stupid ideas and
if something made us chuckle (and could be remotely useful in
game) we’d throw it in!
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Alex: At first we brainstormed the different
things we could make from just the basics
like berries, carrots, monster meat...we
quickly realized that you can only make
so much interesting food with those
combinations. From a visual perspective,
it isn’t very interesting just to see different
lumps of cooked vegetables or meats, so
we focused on designing cooked items
that were visually distinct from one
another, like the square waffles or the
round meatballs, trying to get quickly
recognizable shapes and make it look like
a delicious hunger-replenishing meal!
Kelly: There’s over 300 items in Don’t
Starve that you can craft, cook, or just
pick up in the wilderness. It was more
challenging than I anticipated to design
so many distinctive and delicious looking
food dishes that read as tiny icons. I
would sometimes browse through recipe
images to get ideas. Or sometimes I
would be like, “Mmm, perogies.” And then
I would draw perogies.
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Klei Entertainment Don’t Starve
Alex: The Pigman concept was there even in the
original pitch. The idea was for them to be a non-
threatening species that you could interact with
that would positively or negatively affect your
world. Based on that, we made them upright,
bipedal creatures with primitive human qualities.
We went through a few re-designs. At one point
they had white eyes, but they looked too creepy
to befriend. We also scaled them down to be
about the height of Wilson because they were
menacingly large before. After the first color pass
they looked too “clean” so we gave their skin a
texture that made them more filthy looking and
pig-like.
P I G M A N D E S I G N
Kelly: I like that the Pigmen break up the
loneliness in Don’t Starve. They have these fancy
little houses and try to talk to you like cavemen,
but then you’re battling spiders together like bros
and you feel a little less alone.
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in depth
In May 2015, the event Indievelopment took place in
the Netherlands. This is a great event highlighting
the Dutch game industry. Lots of game developers
and game related companies had the chance to
show their best products, and so did we.
It might sound a bit strange to have a booth as a
media/press platform, but if you know Eye For Games
then you know that we have a lot more to offer. In
fact, our booth showcased a few art pieces from
different developers from all over the world, which
also made a good test for the students to guess the
title of the game.
But what made me really proud and excited was being
able to listen and give advice to people who were
looking for it. It’s such a great thing when talking to
people who are interested in the games industry and
ending up in a long and good conversation. And this
was another thing the EFG booth proved to be - a place
where you can get inspired, motivated, and educated.
This was a great opportunity for us and we hope to
get this opportunity on bigger events in the future!
Like I said to our visitors, join our community! The
bigger we are and the bigger we get means we can do
more and give more.
AT AN EVENT AS A PRESS BOOTH?
Yep, this was pretty much the booth. But these images and the art book
said plenty enough to attract people from all corners! Rai had to work
with the tools she had at home and her tight budget to get this semi
game art gallery at Indievelopment.
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Since we are now in the middle of some new
developments some of our monthly content has
been delayed. But it's not all bad news! In fact we are
planning to spice things up with the EFG Podcast and
we're sharing this exclusively with you today!
We are planning to share our episode schedule with
you in advance so you can decide if you would like to
be the guest host on a specific episode. In this way
you can add, discuss, or share your point of view on
different topics.
So whenever you see the podcast episode schedule
posted on our Facebook page just join the discussion
and leave a comment.
YOU COULD BE OUR GUEST-HOST ON AN EPISODE!
w w w . f a c e b o o k . c o m / E y e F o r G a m e s
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In a few words, what is Trial by Viking?Trial by Viking is a side scrolling action adventure,
where you play as a morally conflicted viking working
as an agent of Odin in the worlds of the Norse gods.
What are the primary goals of the game?You start off knowing very little about the world that
Odin has pulled you into. He has instructed you with
the vague goal of collecting shards of an ancient
shattered Sunstone originally forged by the gods. You
quickly learn that these shards will also allow you to
choose special gifts from Odin, which will grant you
new abilities. You will need many of these abilities to
progress in the game, much like a Metroidvania. You
will also need to make some friends who will help you
along the way as well. For instance, you may make
a valkyrie friend who picks you up for a few of the
levels, and now all of the sudden you are steering a
flying valkyrie through the game! In the end however,
you will find the main goal of the game is to decide
the fate of the cosmos through your choices and
actions. You will get to make some narrative decisions
throughout the game, which when combined will
decide the game’s ending and the final boss you
face. I think that may be as much as I can say without
spoiling some of the later plot points.
Can you tell us about some of the movesets and skills the player will be able to use in the game?You start off the game with an axe that Odin has
enchanted for you. You will be able to use the axe as
both a ranged throwing weapon, as well as a melee
weapon with combos. You will then have opportunities
to upgrade your axe’s enchantments. In the case of the
frost axe enchantment, it will even allow you to freeze
enemies and jump on their heads when needed. You
then have an assortment of secondary and passive
items you can use, which range from double jumps
and wall jumps, to bombs and a grappling hook.
There are also various temporary power ups you can
find in the form of potions in the levels, which can
do things like slow time (more so for bad guys than
yourself), or make your character miniature sized so
you can fit through tiny passageways.
What were some of the inspirations for Trial by Viking? Did you look at any other games to get inspiration or ideas for how the mechanics of the game should work?This game honestly started off as a mix between Cut
the Rope and Ghosts and Goblins. It has of course
evolved into something entirely different since then,
but you will still see some light puzzle elements that
involve cutting ropes. You will see elements inspired
by the fast-paced action of the Super Mario Wii U
games; the upgrades and idea that equips can double
as both weapons as well as keys to access new areas
from the Metroid games; the combat style of Rogue
Legacy, and writing style and narrative decision
making in Telltale’s episodic games.
The game seems to emphasize exploration as opposed to a more linear level design, is that correct? Why did you choose to make the game emphasize exploration, as opposed to a more linear world?I love both linear, more action oriented games, as well
as explorative, more discovery oriented games. I also
like variety in games. No one likes doing the same type
of thing over and over, so I really made a point to go
back and forth between the two styles of levels within
the same game. In the exploration focused levels,
you will find a bit slower pace where you may need
Thanks for taking the time to speak with me Jerry. My name is Dustin Hendricks, and I am the designer,
programmer, and writer for the upcoming game Trial by Viking.
Dustin HendricksDesigner, programmer and writer on Trial by Viking
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to solve a few puzzles. Those puzzles may involve
a bunch of different game objects that can interact
with each other in various ways almost like a Rube
Goldberg machine. For instance, you may need to
set off an explosion chain reaction with a bomb that
opens a passage to a switch that turns on an air vent,
allowing you to cut a crate suspended in the air by a
rope, and push the crate up onto a ledge (using the
air vent) which has a pressure plate on it, which opens
the door to a trove of sunstones. Something like that
anyways. These levels of have a fair amount of action
though as well. The specifically action focused levels
however are more just you trying to run as fast as you
can to the end while surviving a whole lot of enemies,
hazards, and jumps. Those levels are great if you have
a heavy left thumb like me and like to run.
Why did you choose to go for a Nordic / viking theme for the game? Was that a decision made early on during development, or did it come to you later?The Nordic/viking theme was one of the very first
things decided. If you go back in time on my Twitter
timeline, you might see a few super early prototype
images that show the viking main character back
at the end of 2013 when I first started creating the
game. I’ve always loved vikings and Norse mythology.
The mythology really has some of the most complex
interwoven stories and fantastical ideas I’ve ever
delved into. I really like the idea that the Norse gods
are flawed just as we are, and have moral struggles
similar to our own. It is such a rich source to draw
inspiration from. I was also heavily inspired by a (new
at the time) fictional television show called Vikings
on the History channel. It has some really well done
writing, and characters that you can’t help but love.
There is some really cool work being done there.
Although I have been seeing more and more viking
themed games in development lately, and I really
hope that vikings do not become the new zombies
of games.
What engine are you using to build Trial by Viking, and why?I am using Unity3D as the engine. I think most major
engines can create similar quality games in the hands
of the right people. I see many questions posted to
forums and Facebook groups asking which is the best
engine, and it’s really what you do with the engine
that matters most in my opinion. I think Unity often
gets a bad rap because at some point it attracted more
novice game makers, and so there are a good number
of lower quality games being released that use it.
The deciding factors for me were price and export
capabilities. I wanted to be able to be on as many
platforms as possible without going broke. There are
a lot of small caveats when it comes to using Unity
however, that take time to learn, like how to warm up
your shaders or to avoid using functions with “Stay”
in them when possible. The system itself is really
powerful however, and I love the component, prefab,
and drag and drop to public variable capabilities.
What are some other essential tools and programs you’ve been using for development?Well, I use some common programming classes,
like one for generating hash values, and one for
serializing objects into JSON for save files and internet
communication. I also built some Unity Editor scripts
that help with quick exports. For instance, one script
removes all unneeded levels and resource files, builds
a demo build, then replaces those files, all with just
one push of a button. The one tool that really helped
a ton with level building is called Rotorz Tile System,
which you can get from the Unity Asset Store. It allows
me to paint custom 3D objects on a grid for quick level
building. I still have to place the background props,
enemies, hazards, and other interactive objects by
hand, but it allows me to get a framework up and
running for each level quickly. Without this, it would
probably take me four years instead of two to build
the 130 levels that will be included in the final game.
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Have there been any design ideas that you had to scrap? If so what were they and why?Hah! So many. Some of the earlier prototypes involved
using a mouse or touch inputs to cut various ropes
(like the puzzle game Cut the Rope). Solving these
puzzles would allow your side scrolling character to
advance further into the levels. I thought it might be
fun, but the idea failed spectacularly once in prototype
form. The pace interruption of switching back and
forth from keyboard to mouse sucked the fun out of
both sides of the game. Instead of removing the idea
completely however, the idea evolved into the main
character using their axe to cut ropes when needed
instead. This ended up being very different, but
added a lot of its own cool opportunities for different
puzzle and action level concepts.
What’s been the biggest challenge you’ve faced so far?I think the biggest challenge so far has been getting
the word out about the game. It’s something that
looms over every indie developer. If you don’t have
a publisher yet, you have to do all of the promotion
yourself, which most developers (including me)
hate doing. Not only is it hard to reach very many
people on your own, but it feels unnatural to promote
yourself. I find it’s much easier for me to promote
the work of my friends than my own. In an attempt to
promote Trial by Viking however, I got booth space
at GDC Play this year, which was awesome, but also
extremely stressful and difficult to pull off. I am a
one person studio, which means I often work with
some talented freelancers that I know in order to get
artwork and audio created for the games I make. That
also means I had to work the booth at GDC alone.
Luckily I got some help from friends. I even made a
post on Twitter offering a free GDC ticket to anyone
who would watch my booth a few times while I go to
the bathroom during the show. This of course lead to
many jokes, but it is also how I met Thomas Noppers,
a super talented pixel artist who became a fast friend
during this year’s GDC. You may have seen mentions
of the game Penarium from Team 17 being released
sometime this month. Thomas was the main pixel
artist for it and it looks awesome.
What is the current status of the game?Trial by Viking is somewhere around 70% done. I
am currently working on finishing up the cutscenes
and story elements, and I also have about 30 more
levels to design after that. I will also be running a
small Kickstarter campaign in the next month or so
to (hopefully) fund some original music tracks as well
as the voice over narration for the game, which will
be done by the super talented voice actor Erik Braa.
You may recognize Erik from his work on League
of Legends, Telltale’s Walking Dead, or Ori and the
Blind Forest. If you want to know when that campaign
gets launched, you can find some links on the Last
Life Games website to a few places you can follow us
online (http://lastlifegames.com).
Is there a release date set? And what platforms will you be focusing on?I am aiming for fall of 2015. Hopefully early October.
A hard date is not yet set however. I will be focusing
on the PC/Mac/Linux releases first, then console
releases after that, and then some time after that a
mobile/tablet port. The Steam and console releases
depend on a few things. If I pick up a decent publisher
before then it should be fairly easy to get on all major
platforms digitally. Otherwise I will have to rely on
Steam Greenlight and will need to scrap together
additional funding for console devkits. Devkits can be
pretty expensive for a tiny developer like me.
Last Life Games Trial by Viking
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in development
You might have seen articles on other sites:
Clicker Heroes is a hit! Even at the time of writing
this Clicker Heroes is the 7th most played game
on Steam, amidst games like GTA V, Garry’s Mod,
and Team Fortress 2. The success of the game can
also be seen on other platforms such as Reddit,
where a whopping 10,674 clickers are currently
looking to exchange tactics on how to progress
as much as possible, as quickly as possible.
A U T H O R ’ S B L O Gby Tom Schoen
For those who don’t know, Clicker Heroes is a game,
much like Cookie Clicker or AdVenture Capitalist,
where you are tasked with amassing fortune to
spend on upgrades to amass more fortune to spend
on more upgrades. Money is gained from clicking
on monsters untill they die. The higher the damage
the faster the progress. The player usually has a
number of different upgrades to chose from with
their own benefits ranging from more damage per
click to granting an auto click function so the game
will go on doing damage, and thus collecting gold,
on it’s own. Clicker Heroes doesn’t need a whole lot
of maintanence and will continue getting that sweet
currency when you’re not playing or don’t even have
your computer turned on.
So, what’s the appeal of Clicker Heroes? The game
is rather shallow at second or even first glance but
managed to keep a steady player base of around
32,000+ gamers a day since it’s Steam launch on May
13th. To answer that question we would have to see
what Clicker Heroes does to you, as a player. You are
asked to click a monster, who receives damage and
after a small amount of damage they spout cash like a
fountain, which can be invested to get more damage and
more quickly dispatch the onslaught of baddies. You,
as the player, are being asked for the smallest of inputs
but are being rewarded greatly for it with progression,
loot, victory and praise. The game ramps up the hp of
the monsters and adds another element: The illusion
of choice. After a certain amount of levels you’ll be
faced with a seemingly big decision: Do I upgrade my
exisiting character? Or spend three times the gold on
the next tier character? We call this an illusion because
these choices won’t matter as much when you’re only
a little further down the line and basicly stop meaning
once you hit level 120 or so.
While looking for a reason why I’ve been playing a game
where clicking was my only interaction for 27 hours
I came across something called a Skinner Box. B.F.
Skinner was a psychologist from the early 1930’s who
discovered that it was possible to condition the volition
in human behaviour. While we won’t go too far into that
subject matter here, this technique is used quite often
in game development today, particularly in RPG and
Social games. When clicking or upgrading characters
in Clicker Heroes the player actively chooses to partake
and receive gold. The game rewards the player with
the equivalent of the same amount of gold but with an
increasing time investment per payout. It does keep the
player engaged and enjoying themselves, as proven by
the 32,000+ players who have been playing for over a
month now.
Clicker Heroes makes great use of a proven formula to
keep players engaged. It’s a fascinating piece of game
design and player engagement. Now if we could only
apply that kind of engagement to real life activities
we’d be on our way.
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