Archive for the ‘Design’ Category

Domo Arigato, Mr. Roboto!

Tuesday, March 16th, 2010

Last week we showed some of the ways we get things done for Volatile. This week, we’re going to go into a little bit deeper and show how we go from concept to a complete asset, ready for the game.

In Volatile, there are a number of NPC’s (non-player characters) that the player interacts with to get missions, buy items or fight against. For this case, we needed a particularly unique NPC for the players in interact with in the middle of the game. This NPC is going to be giving the player a lot of key missions and providing some unique comedy relief. The idea for the character was pretty simple. We needed a robotic servant that the player could easily befriend. A robot. A butler. Mr.Botler was born.

Coming up with an idea for a character is the easiest part. Now we had to get him onto paper and flesh him out some more. What happens next is we have a brainstorm session for the character. Who is he? Where is he from? What does a robotic butler sound like? Even though you never hear Mr.Botler speak, in our heads we pictured him sounding a lot like Johnny 5 from Short Circuit. The more life you breathe into the characters, the better. An example I like to use is from the movie Collateral by Michael Mann. In the movie, there is a character named Vincent. Anyone who has seen the movie knows the character is unique, mysterious, and fun to watch. In the commentary for Collateral, Mann says he provided Tom Cruise (the actor portraying Vincent) with an amazing amount of backstory. Information like, where he grew up, the type of people his parents were, where he went to college and more. The audience is blind to this information in the movie, but it helps make the character come to life. It’s easier to picture the way they would act or look or feel in certain situations which in the end, makes it that much easier to bring them to life.

After a few brainstorming sessions and a lot of tea, we came up with the following concepts:

Some of them were okay, some were great but only one really stood out to me. Number 2. One of the few requirements for Mr.Botler was that his neck resembled a bow-tie and that he looked happy. Out of all of these, Number 2 worked the best. Number 1 was also considered, but after some initial testing, we found out it didn’t work so well with the way we were going to be displaying these portraits.

After we’ve found the one that we think is best, we elaborate on it and start the color stage. This is also one of the easiest parts. All of the values are already in the initial concept, now it’s just time to clean him up a bit slap that extra layer of paint on to get him looking right:

And there you have it! Rinse and repeat for every portrait and you’ve got yourself some work ahead! I hope you enjoyed this little look into our art process!

-Matt

Bruce Lee was right…

Thursday, January 14th, 2010

I’m not one to spit quotes or use fancy language, but this quote I heard from Bruce Lee when I was younger really stuck with me and I think it’s a great example for game design. Lee says:

Waaaaaaahhhhhhh!

In a previous blog post I posted about the importance (or lack thereof) of design documents. The development of Volatile is a perfect example of what Lee was trying to say. The idea of Volatile from when I first wrote the design document to what it is today has changed quite a bit.

While the things that were in the design document sounded fun and dandy on paper, they didn’t quite hold up in the prototyping phase and had to be changed and put through the prototype phase yet again. In a matter of speaking, I was able to bend with the wind. For some developers, this is simply impossible. It’s a luxury in this business to be able to throw things out that aren’t working and the companies that do have that luxury are the ones making the greatest games.

Blizzard makes amazing games for a number of reasons but you better believe that when you have the ability to adapt and change without fear of a publisher pulling your funding or sending your contract to some other company, it makes developing an amazing game seem a lot more tangible.

-Matt

Design documents aren’t that useful

Sunday, July 19th, 2009

I’m just going to throw this out there and say design documents, in my opinion, are useless 90% of the time. I’m not saying they don’t have a purpose, I’m saying the purpose they do serve is very small. So, in that case, the effort put into a design document should also be very small.

Of all the design documents I’ve read,  my favorite is David Jaffe’s for his game Calling all Cars. You can see his blog post here with links to his design document. It’s incredibly small and simple. He isn’t trying to design every single thing or solve every problem.

documents

Click here to see Volatile design document

As you could probably guess, the Volatile design document is a lot like Jaffe’s Calling all Cars design document. I’m pretty happy with the way it came out. It’s short and to the point. Best of all , it didn’t take much time, maybe an hour total to complete. It’s good to have a design document for reference and to record your ideas, but chances are the game is going to change when you get it into the prototype stage anyway, rendering your perfect design document useless.

-Matt