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FOREWORD Each person’s brain is divided into two hemispheres. The left brain is responsible for logical reasoning, while the right brain is where creativity resides. Although one hemisphere might be more prevalent than the other in some people, both right and left brains work in unison to present in each individual a unique and personal identity. As well, games are the result of a symbiotic alliance of art and science. Character design, painting, cinematography and animation come together with computer science, mathematics and physics to provide the player with a unique handcrafted experience, personal in its own way. What you are about to see is the result of months of hard work from our students, programmers and artists alike, working together, relying on each other, following one unified, but ever-evolving vision. When you go through this book, you will get a closer look at the development of our students’ games. You will see how both Inaris and Iona have evolved from scribbles on a piece of paper to full fledge video games in just a few semesters. What is more impressive is that our students develop their games while taking a full course load. As a DigiPen graduate myself, I have experienced first-hand the rigorous program that each of them goes through: days go by, assignments and deadlines pile up and stress accumulates. In spite of this, I remain the first impressed by the quality of the work ahead. The game classes at DigiPen act as the glue that pieces together the other, more classical courses. They serve as the much needed context in which our students “get their hands dirty” and put into practice the concepts they learn in other classes. In short, they represent DigiPen’s core philosophy: It is by doing that you really learn. And so, without further ado, it is with a full heart and much pride that I present you the result of DigiPen Bilbao’s left and right brains. Thomas Komair. Head of RTIS department. DigiPen Bilbao
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THE ART OF IONA CODED WILL
TABLE OF CONTENTS ENVIRONMENT 5 ENEMY 14 MAIN CHARACTER 18
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THE ART OF IONA CODED WILL
ENVIRONMENT
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THE MAIN CONCEPT Coming up with a story for the game and deciding where it was going to be located was key during the first team meetings, as they are both very tightly related. It was decided early on that the sotry would be oriented towards science-fiction and that the action would take place at a huge indoor industrial facility. Since the idea was for the game to be a platformer with parkour elements to it the environments required large areas for the palyers to run as well as platforming structures that would allow for jumping, climbing and all sorts of physical action.
Left. 3D model of the machine core by Xabier España. Bottom. Envorinment concep by Xabier Sevillano showing various bridge-like structures and platforms.
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Top. Concept art by Xabier Sevillano depicting another area of the facility. Left. Another concept showing the bridge-like structures connecting different areas by Sendoa Bergasa.
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SCALE AND DETAIL The big open spaces had to be filled with as much detail as possible in order to show the large scale of the environment. Some of this detail was modeled as actual 3D geometry in areas were the player would get really close, but other cases it simply had to be carefully painted into textures. Right. 3D model of coulmns by Xabier España. Bottom. Tileable textures for the walls and floors by Xabier España. Opposite page. Top. Room concept by Sendoa Bergasa. Bottom. Tileable textures for the first level and tutorial level painted by Xabier España and Xabier Sevillano respectively.
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INSIDE THE GAME Once the levels were designed, it was time for the art department to take over and incorporate all the 3D models and textures. Lighting also payed a very important role at this stage, as it helps stablish the mood and atmosphere of the game. Top. Concept art by Xabier Sevillano. Opposite page. Various screen captures from the Beta release of the game.
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THE ART OF IONA CODED WILL
ENEMY
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INCREASING THE DIFFICULTY In order to increase the tenssion and peace of the game it was originally considered the possibility of including some kind of enemy from whom the player should escape. The idea was to create a scary, mechanical creature that would force the player to move forward. A lot of progress was made on it and a full 3D model was even built, but at the last moment it was decided to put it aside. Opposite page. Various sketches by Xabier España. Bottom. Final 3D model for the enemy by Xabier España.
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THE ART OF IONA CODED WILL
MAIN CHARACTER
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IONA The main character is perhaps the most important part of any game. Since the player is going to spend the entirety of the game in the role of a fictional character, it needs to be appealing enough to make the experience as exciting as possible. The team decided that the protagonist of the story would be Iona, a robot who develops a sense of humanity and free will. Right. Early sketch by Xabier Sevillano. Left. At one point the possibility of making a female protagonist was suggested as shown in this sketch by Sendoa Bergasa. Bottom. Female robot by Xabier Sevillano.
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Top Left. A cyborg-like concept that incorporates organic parts by Sendoa Bergasa. Bottom left. Male version with more human-like appearance including clothing by Xabier Sevillano. Top right. Definitive design for Iona by Sendoa Bergasa.
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THE FINAL 3D MODEL Although from the very beginning it was established that the game was going to be in first person, the decission was made to model and animate the whole model, to later use these animations to drive the in-game camera. The aim was to obtein poses and movements that were as realistic as possible. During the modeling and texturing process, various changes were made from the original concept Top. Turnaround render of the final 3D model by Sendoa Bergasa.
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Top. Concept by Sendoa Bergasa for the beginning of the game. Right. Final 3D model with post-processing effects applied by Sendoa Bergasa.
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IONA CODED WILL © Copyright DigiPen Institute of Technology Europe-Bilbao 2013-2014
Producers ILASKIÑE ETXEANDIA AITOR TEJEDOR XABIER SEVILLANO Game Designers AITOR “FALBEN” GÓMEZ XABIER SEVILLANO Level Designer JAIME URIARTE Co-Designer ANTOINE MICHAELIAN Lead Programmers IMANOL CELAYA SERGIO VICENTE Programmers ANDONI BESA
Instructors THOMAS KOMAIR GORKA UNANUE
Lead Artist SENDOA BERGASA
PRESIDENT CLAUDE COMAIR
Environment Artist XABIER ESPAÑA
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Music JORGE FERNÁNDEZ
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