Eye For Games is about game design and development • • www.efgmagazine.com
EFG magazine 2013.1
cover design
Rodrigo Gonçalves 3D modeler | São Paulo, Brazil
3-A-DAY There’s something much better than previews and reviews - the 3-a-day opportunity at Eye For Games! The 3-a-day opportunity is a free opportunity available exclusively to game developers. Every feature is about a unique process and aspect of a game. This gives our readers the possibility to read about the design and development behind an individual game.
Release date All three articles will be published on the game’s release date. As a result it is important that we receive all material on time. However, you can let us know about the release date up to seven days in advance.
The features: • Process interview: this standard feature is asking the development team how the overall process of making the game went. • Second feature: the second feature is about the company itself. However if the developer already has a company profile this feature will focus on a different aspect of the game. • Third feature: this feature focuses on a specific aspect of the game such as art, 3D animation, audio, level design, etc.
The published articles will be featured on the front page of the website. A newsletter will also be emailed to all of our members and contacts. Free promotion? Absolutely! EFG replaces the traditional previews and reviews features with our own game design and development articles at no charge to the developer. Your 3-a-day has also a chance to get showcased by EFG at an event or conference through an EFG booth or publication.
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Hairy Tales - Arges Systems
Cargo Commander - Serious Brew
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COVER DESIGN
EDITION SUPPORT
MEMBER’S EYE
Rai Sewgobind
Rodrigo Gonçalves
Lorne Balfe
Chris Apple
COPY EDITOR
Eye For Games is about game design & development. For more information you can mail us to: contact@efgmagazine.com
Serious Brew
Steven van Buuren
Jerry Kline WRITERS
Rémy van den Wijngaart
This edition is a print edition, but can also be found online on the website. www.efgmagazine.com
Bob Edwards
Eye For Games - April 2013 © All rights reserved
Dave Perotti
Jessica Hébert
The Behemoth Andy Gavin
Tornado Twins AdaptivElite
Paladin Studios Arges Systems
Yingpei Games
Rodrigo Gonçalves
24
concept art
MOMONGA 33
creature design
HAIRY TALES
6
interview COMPOSER LORNE BALFE
15
18
PRO JANITOR POLICE design: characters and creatures
MERCENARY OPS compact process
36
14
MAKING CRASH BANDICOOT dev’s journey: Andy Gavin
10
CARGO COMMANDER design: artwork & level design
interview TORNADO TWINS
9 13 20 34
CASTLE CRASHERS
37
NARRATIVE AND GAMES The Writers Challenge
then & now
WHO IS DANTE? who is?
DISHONERED concept story
THE CREATIVITY OF BOSS BATTLES eye for...
game design | story
MEMBER’S EYE CHRIS APPLE
28
RODRIGO GONÇALVES
30
STEVEN VAN BUUREN
32
composer
3d modeler 3d modeler
interview
INTERVIEW
ASSASSIN’S CREED III COMPOSER
LORNE BALFE
Perhaps the dream of many composers, who are interested in the game industry: to compose the soundtrack for a game. Let alone, the soundtrack for a well-known triple-A game. Lorne Balfe, a Scottish composer, started his journey in the game industry with Battlefield 2. He eventually got the fully responsibility to compose the soundtrack for Ubisoft's game; Assassin's Creed III.
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interview
Hi Lorne! How are you doing today?
Thankfully having a busy day! But, a good day.
My earliest memories were thumping a piano.
Can you describe who Lorne Balfe exactly is?
I am Scottish and a composer. Also male, is that enough information because I could talk for hours. How can a day like Thursday be like?
Every Thursday is different, as is everyday. At the moment I am working on projects that are based in Canada, LA, London and Glasgow, so I have a lot of travel time, as well as air miles.
You've passion for composing, which is wonderful that it
brought you where you're today. But how did this passion for composing started and evolved?
My father was a songwriter, and had a residential recording
studio. I was surrounded by music from the day I was born. My earliest memories were thumping a piano.
When you heard that the game you'd compose for was
At some point you joined the game industry. How did this
I was over the moon. Being able to part of the franchise was also
opportunity take place?
Battlefield 2 was the first game I worked on. I had been working
for the film composer Rupert Gregson-Williams at the time, and was able to do some additional music on the game. Call of Duty:
Assassins Creed III, what was your first reaction?
intimidating. I had big musical shoes to step into. It was great being to have started off working on Revelations though before hand.
Modern Warfare was my first game as a credited composer. I
How did you started with the whole process? Did it took a
opportunity to co-compose on the project.
Due to the geographical and period of history, I knew I wanted
had worked with Hans Zimmer for a while and he gave me the
You've built experience for different industries, commercial/
radio and the game industry, but do you experience any differences?
There is no difference I feel. The job of the composer is to help
tell a story. I approach a game the same as games. With a game though I will tend to write a lot of music. In some of the games,
I can end up writing 8 hours of music. The music has to help the player delve into the world of the game and musically the
while or did you had to go and do research?
to try and use their musical influences. Being able to use Native
American chants and Celtic musical modes was amazing fun. Traveling to the Ubisoft headquarters helped me come up with ideas, due to meeting the designers of the game. Being Scottish,
I had great fun working with the band Blazin' Fiddles and being about to write pieces of music that were influenced by all of the people that would have arrived to America.
I have a question from one of our members, Andrew Corbitt:
composer has to help sonically create this.
"Lorne, how do you decide upon the instrumentation and
Going from your first video game we jump to one of your
orchestrate a game like this set in the late 1700's in Colonial
latest scores for Assassins Creed III. How did you came in contact with Ubisoft? and how did it went from here on?
I had been asked to work on a trailer for them. It really was luck that I ended up working with Ubisoft.
phrasing, and what do you reference for inspiration to best America?"
If I was to approach a score purely based on what they would have
heard in that period of time, I didn't feel that the player would be able to relate to it. I wanted to make a western modern score
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interview
but using traditional instruments. Music from that time was not we would necessarily be able to relate to. I didn't want to have a
lot electronic textures in the period based sections, but using the
manipulating the chanting as percussion and Irish whistles etc. created a modern musical world for the player.
What are the main instruments used for the ACIII soundtrack? I think I lost count how many instruments performed on the score. We recorded a full orchestra as well as Native American flutes and drums, vocal chanting, Irish Whistle, uilleann pipes, fiddles, accordions to name from a few!
To what personal rule did you stick when creating the theme song for ACIII, since this would be one of the most important
Each piece of music has to have the ability to give the player the right emotions
composition a player would hear?
How long have you been working, from scratch to final, on
on the main theme for months. I wanted to write something that
The whole process was probably around 10 months.
The only rule I have is to try and make it memorable. I worked people could remember, and hopefully whistle it! I would constantly
work on the theme with the team at Ubisoft. We would constantly make modifications to the theme, up to the last minutes.
Throughout the whole process, what has been the most challenging part?
All of it is challenging. There isn't anything simple with writing music for games.
Each piece of music has to have the ability
to give the player the right emotions i.e. if the player is in a navigation, combat or stealth mode.
Did you had moments when things didn't worked out or did
this soundtrack?
How did the experience went for you to work with Ubisoft and their latest title ACIII?
I had great support from Ubisoft. Working with Jerome Angelot and Benedicte Ouiment made the process fantastic. They were
able to try the music out in actual game play, whislt the game was still being developed.
How satisfied are you with the score?
I have been playing the game recently, and I am very proud of how it turned out.
you had no problems at all?
I know this question can be tricky, but if you had to choose
musically faced difficulties. This was a new installment to the
be? Movie or Games? and why?
Thankfully there were no major problems. The whole project
franchise and was like nothing Ubisoft had created before. Getting the right tone for the game had to be just right.
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for one industry to compose music for, which one would it I would have to flip a coin to answer that! I enjoy both mediums as much as each other.
process | then and now
CASTLE CRASHERS THEN AND NOW
THEN
NOW
Castle Crashers continued to be updated on the 360
The latest update the game had was the Castle
A PS3 version was released in 2010 to make the game
September 26, 2012. The Behemoth is continuing to
as ports to other systems were also being developed. available to fans who only owned a PS3 at home.
"Similarly, we brought the game to Steam because
there were a lot of people who only had the chance to
play the game at trade shows or on a friendʼs console,
so it just seemed like a right thing to do bringing it to
the computer world. It just takes us a bit more time to
get on to multiple platforms because weʼre a smaller
company with limited resources and time." - The Behemoth
One of the updates brought a new addition to the PS3, which was a mini-game called the volleyball mode.
The Steam edition stayed close to the original XBLA
version, but it was changed to make the majority of the DLC as unlockables instead of purchases.
Crashers Steam Edition, which was released on work on updates for this new Steam Edition. This was
their first PC/MAC release and it brought a few issues that they couldn't foresee.
"Weʼre working on improving this version of the game
and optimizing all the features for Steam users." - The Behemoth
Today, Castle Crashers has been downloaded over 3 million times across multiple platforms.
"Weʼre truly lucky that Castle Crashers still has a
large fan following and there are still people who are
discovering the game even after four years. Thanks to
all the fans for their support!" - The Behemoth
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CARGO COMMANDER
Release: November 1st, 2012 Developer: Serious Brew Game: Cargo Commander 10
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LEVEL DESIGN Probably one encounter in platforming in more complex
of the most creative things you will Cargo Commander is the dynamic several level designs. Some will appear and dynamic than others.
It is one thing to come up with this idea and an other to actually make it work. We've asked Serious Brewʼs coder/designer, Maarten Brouwer, a bit more about the level designs from Cargo Commander.
THE FIRST IDEAS The core idea of the game is about small pieces of level that temporarily get
smashed together into a jumbled whole. After a few weeks of prototyping, the basic level elements emerged: vertical and
like a safe home, contrasting with the cold
Thereʼs also a Journey Mode that has an
levels are temporary, thereʼs no problem
which was the original idea of how the
dangerous outer levels. Also, because the in giving the player the power to destroy them completely!
horizontal platforms in a grid that can be
The random level generation was chosen
other useful or dangerous objects. Based
resources; creating a level design tool and
drilled away, enemies, goodies and various on this, we thought of fitting themes, that also click with the main theme of loneliness and danger. Our first ideas were a bit more
survival horror like, with flashlights and fog of war. Soon we noticed though that the constantly added and removed parts
of level combined with the different gravity directions quickly made it hard for the player to orientate, so adding too much
darkness and scary surprises would make the game practically unplayable. DYNAMIC LEVEL DESIGNS
for various reasons, including our limited making/testing/tweaking
levels
would
generation are to make the levels as
different as possible, and giving them a
generated levels are really new terrain to
explore, which fits with the theme. I like
games with generated levels as I know Iʼm
not following a route that some designer has thought out for me, and if I overcome a hard challenge, itʼs not because the creator has made it winnable.
come to the player, and leave again after
can choose any sector to play in, which
theme of the game, so the home container is decorated with various little details like
posters and laundry, to make it really feel
Developer: Serious Brew
the main game mode.
still give it quite some play time. Also,
made tutorial and first sector, the player
safe arrival. Coming home is an important
highscores and the waves, which became
The main challenges of procedural level
of the player going to the levels, the levels
exploration, survival, frantic return and
created the ʻarcadeʼ version with online
which you donʼt stay in levels long) but
Well, an infinite amount! After a hand-
creating a nice dynamic tension loop of
to keep that interesting long enough, we
GOAL WITH EVERY LEVEL
far as we know), so we had to try it! Instead
little expeditions into the string of levels,
doubted we could create enough content
wanted to have a rather fast game (in
AMOUNT LEVELS
is your little home, from which you do
game was going to be, but because we
take a lot of time, especially because we
It hadnʼt been done before in this way (as
a few minutes. The only constant given
eternal string of containers (until you die),
can also be a new one by entering a sector
name that doesnʼt exist yet. Each sector has 12 waves of 5 containers, that are
randomly generated, but will be the same if the sector is replayed. Each sector also
has one special container that includes a
Sector Pass with which a new sector can
be unlocked; some of these are manually designed instead of generated.
Game: Cargo Commander
lifelike feel. Just randomly sticking floors and walls to each other quickly feel lifeless
and makes them very boring. So Iʼve added things like symmetry and patterns, and
little pieces of handmade level, and Daniël tried to give the objects and background
as much life as possible without making it seem as if you revisit the same level over and over.
I think we partly succeeded in this. Of course there are enough levels that are
ugly or boring, and after enough play time most levels start to look like each other, but I still get surprised by very cool levels
that the game can come up with. Manually designed levels can look more beautiful or offer slicker gameplay, but generated levels
may have some weirdness or charm that
you wouldnʼt have thought of yourself. If we had more time weʼd liked to add more
various content though. Perhaps in a DLC!
Website: http://seriousbrew.com/
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ARTWORK Answered by: Maarten Brouwer and Daniël Ernst
MAIN CHARACTER D: There are some practical considerations made. The colors
of the cargo commander had to be an orange/yellow to make the character pop from the background. And he should have a
worker feel. His fistcannon should feel like a tool and change
into other guns to make it feel like a swiss knife kind of thing. He should also feel a bit saggy and worn. And fragile though not weak.The design of the Cargo Commander was also heavily influenced by the movie Outland, check it out if you haven' t!
WEAPONS M: For the first prototypes we had standard weapons (pistol,
revolver, shotgun) that in the end havenʼt changed too much (the mine launcher was added later, and the fistcannon was made to transform according to the selected weapon). The weapons are
not the most important part of the game, so mostly we decided
to spend our time elsewhere. And the advantage of the ʻboringʼ weapon types is their direct recognizability.
ENEMIES D: The enemies were first based around the notion of the
monkeys that scientists sent into space in the beginning days of the space program. The monkeys would have evolved into
hideous mutated monkeys. But they had too much character. The player had to feel isolated. So I decided to go for soulless
creatures that would resemble cargo commanders. And instead
of being born they were grown. Design wise the enemies have sharp features and the other stuff is square.
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who is?
who is?
DANTE
"A fight every now and then does make life a little more interesting, don't ya think?"
Sparda, also known as the Legendary Dark Knight, was
drink; he was once so inebriated that he asked a mop to marry
and in defiance of his demon brethren, he stood for
his skills with the sword or gun, and Dante often hides his
unlike any demon that ever existed. Despite his origin honour and justice. The brave warrior took on the mantle
of mankindʼs protector and battled against the demonic forces that would see the world plunged into chaos.
Eventually Sparda used his powers to sever the connection between the human and demon worlds, forever locking
him. The Devil Hunterʼs social skills arenʼt as finely honed as emotions behind a wall of sarcasm. His relationship with his much more levelheaded brother, Vergil is an uneasy one. The two men are rivals and are always locked in an intense, yet somehow playful, struggle for supremacy.
himself and his sword in the demon realm. From his
Arrogance and flamboyant behaviour aside, Dante is actually
born: Dante and Vergil. Of the two boys, Dante grew up
and justice, as his father did. If you are in a bind and need
relationship with a human female two twin boys were to become a skilled Devil Hunter.
The white-haired Dante is very much a show-off. He enjoys flaunting his skill for all to see, and is known
to exhibit enormously flashy moves during even the toughest battles. He takes a great deal of joy from battling
demons and will even hold back his full potential to both
a kind-hearted person who cares a great deal about honour
help with a problem of paranormal origin, Dante is your man.
That is if you can stomach the sarcastic comments that he just canʼt seem to stop making
A new and improved Devil Hunter
Ninja Theoryʼs DmC features a new Dante that differs slightly from the Dante seen in the older Devil May Cry games.
lengthen the fight and lull the opponent into a false sense
Appearance-wise, the new Dante lacks the characteristic white
does have the prowess to justify his arrogance. His sword
also slightly altered the characterʼs back-story: Dante is now
of supremacy. Despite his mocking behaviour, Dante serves as a perfect extension of his body, and he wields it with the poetic finesse of a truly gifted Devil Hunter.
The one thing that could come close to Danteʼs lust for battle is his passion for pizza. Dante is also a fan of the
hair and looks to be significantly younger. Ninja Theory has
a demon-angel hybrid (Nephilim), though he is still the son of Sparda. Heʼs a young and angry punk, a tad anti-social,
but still has the classic Dante attitude – the confidence and witty remarks are very much present. He might look and feel different, but he is still every demonʼs worst nightmare.
Article by Rémy van den Wijngaart EFG
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dev’s journey
Blog: http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
By: Andy Gavin
MAKING
CRASH BANDICOOT PART 1
A Blog by Andy Gavin All ideas are brilliant in their own way. They can be molded in any shape, have a lot of different directions and can challenge you to realize them.
In the summer of 1994 Naughty Dog, Inc. was
Sensing opportunity, we turned to our own favorite genre, the character platform
partner Jason Rubin. Over the preceding eight
systems were dominated by CAGs and their cousins (like “walk to the right and
still a two-man company, myself and my longtime years, we had published six games as a lean and mean duo, but the time had come to expand.
action game (CAG for short). In the 80s and early 90s the best sellers on home punch” or “walk to the right and shoot”). Top examples were Mario, Sonic, and our personal recent favorite, Donkey Kong Country.
In 1993 and 1994 we invested our own money
So on the second day of the drive, passing Chicago and traveling through
Warrior. In the summer of 1994 we finished it and
Labrador/Ridgeback mix (also fed on McDonalds), the idea came to us.
to develop the 3D0fighting game, Way of the sold the rights to Universal Studios. At the same
Americaʼs long flat heartland, fed on McDonalds, and accompanied by a gassy
time we agreed to a “housekeeping” deal with
We called it the “Sonicʼs Ass” game. And it was born from the question: what
bailing out on my M.I.T. PhD halfway. It certainly
at “Sonicʼs Ass.” Aside from the difficulties of identifying with a character only
Universal, which meant moving to LA, and for me didnʼt turn out to be a bad decision.
Jason and I had been debating our next game for
months, but the three-day drive from Boston to
would a 3D CAG be like? Well, we thought, youʼd spend a lot of time looking
viewed in posterior, it seemed cool. But we worried about the camera, dizziness, and the playerʼs ability to judge depth – more on that later.
LA provided ample opportunity. Having studied
Before leaving Boston weʼd hired our first employee (who didnʼt start full time
still relevant) we couldnʼt help but notice that 2 or
Dave Baggett. We were also excited to work closely with Universal VP Mark
arcade games intensely (yeah, in 1994 they were
3 of the leading genres had really begun making the transition into full 3D rendering.
Racing had, with Ridge Racer and Virtua Racing.
until January 1995), a brilliant programmer and M.I.T. buddy of mine named
Cerny, who had made the original Marble Madness and Sonic 2. In California, in 1994, this foursome of me, Jason, Dave, and Mark were the main creative contributors to the game that would become Crash Bandicoot.
Fighting, with Virtua Fighter. And gun games, with
We all agreed that the “Sonicʼs Ass,” game was an awesome idea. As far as
3D, and while Virtua Fighter wasnʼt as playable
notoriously-difficult CAG to 3D. Shigeru Miyamoto, the creator of Mario, was
Virtua Cop. Racing was clearly 100% the better in as Street Fighter, the writing was on the wall.
we knew, no one had even begun work on bringing the best-selling-butsaid to be working on
Check out the full blog on Andy Gavinʼs website: 14
EFG
http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
interview
INTERVIEW
TORNADO TWINS
TALK ABOUT GAMEPREFABS AND FPSCONTROL
The “Tornado Twins,” a pair of twin game developers have decided to use their passion for games to educate developers. They actively teach and support others in creating games. Originally they launched their Youtube channel (http://www.
youtube.com/TornadoTwins) to educate others about game development. Later they launched Gameprefabs.com, a website for Unity developers to buy and sell original assets. Recently they announced FPSControl.com, a website devoted solely to their new Unity plugin FPSControl. FPSControl is designed to give developers a headstart on designing an original first person shooter.
Interview by Jerry Kline EFG
15
interview
So for those unfamiliar, who are you guys? How did
Are there any particular assets that are especially in demand that users
We are identical twins known as “TornadoTwins”.
Every category has its winners. Weʼd recommend creators to do what theyʼre
you get into video games?
We started to publically teach talented folks how to
develop videogames. Little did we know that weʼd
attract not only teenagers, but professionals from
should consider creating?
best at. If they create something that everybody needs, thereʼs always an eager market.
all over the globe. Many reported they landed jobs
When it comes to selling assets, are there any restrictions for the creators?
We felt that gamedevs needed more, so we launched
market time to learn the benefits. But this hardly happens. Furthermore, on
because of our training. But we wanted to help more.
another string of services, such as gameprefabs.com and recently, FPSControl.com What is Gameprefabs.com?
Gameprefabs.com is the second in a string of solutions we initiated for game developers. FPSControl–the tool we just launched–is the third, and there will be
more. Gameprefabs is a specialty-store that provides prefabs that developers use to quickly develop games.
Well there is such a thing as publishing too much too fast, without giving the Gameprefabs.com there are no limits on products or payment.
Are the price points for assets on the site set in stone? Who decides how much to charge?
Sellers set the price. If we think it will sell better at a different price, we will
advise. Some ask too much. But there are many who think too little of their work. We help them make it worthwhile. If they price it too low, people think itʼs junk.
Each prefab saves considerable time. There are 15
What has the reaction been to Gameprefabs so far?
sounds, music and much more.
The community definitely gives back to whatʼs valuable to them. The gamedev
categories, such as art,, A.I., Facebook integration,
When was Gameprefabs founded? What inspired
Itʼs been incredible. If there had not been a need, we wouldnʼt have started it. community is a smart, educated and lightning fast group of people.
you guys to create it?
How are developers finding success with Gameprefabs?
place for the community to share what they made,
is that with the right knowledge, every long tail product can be built into a
When we started GamePrefabs.com there was no real and none for them to get paid for those prefabs that cost considerable investment. We used our reputation
in the community and took a big risk to get it off the
Every store has long tail and peaking products. But what most donʼt know peaking product. The question is if youʼre willing to listen to the market. It takes humility.
ground. The result was incredible.
One of the big selling points of Gameprefabs is that creators can sell their assets through the site.
Can you talk about how that process works? What has the feedback been like so far?
We hardly have to approach professionals, because they come to us. Anyone can submit art and code and we approve it or tell the makers what needs changing.
We walk with them. For those approved we advise on price and possible future products.
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If there had not been a need, we wouldn’t have started it.
interview
Whatʼs FPS Control and how does it work?
What kinds of documentation and help are available for FPS Control?
fledged unity plugin allowing developers to rapidly
from AI to art creation to map development. The first documentation will be
Itʼs our third and largest solution to date. Itʼs a fullstomp an FPS out of the ground. And with rapidly we mean weeks instead of months. This BETA is
There will be weekly tutorials coming out covering absolutely everything released soon.
completely free and already has an incredible A.I.
What plugins or tools would you recommend to developers who want to
even has editors that write code for you. And we
We are talking with multiple talented companies who wish to have their
library, editable player control, music zones and it havenʼt even started yet!
What versions of Unity is FPS Control compatible with?
Unity 4. We donʼt support legacy versions. The latest version allows us the most freedom to create.
Would FPS Control be useful for genres outside of the first person shooter? If so how?
We heard from many creative folks who will use the FPS
enhance their use of FPS Control?
incredible tools become part of FPS Control. Beyond that we encourage
experienced programmers to contact us with what they have. Collaboration is one of our core values.
FPS Control comes with RAIN{one}, Rival{Theory}ʼs A.I. Can you explain a
little more about how RAIN{one} works and how itʼs being implemented into FPS Control?
Let us first say that the team at Rival{Theory} is comprised of 100% geniuses. We always joke that they will invent Skynet… but we think they already have.
Control camera movement, but wonʼt create a shooter.
Theyʼve been working side-by-side with us since FPS Control was just a
However, any experienced coder can easily turn their
makes enemies so smart, itʼs almost scary. We are going to provide in-depth
At this moment no other formats are supported yet.
project into another game type, such as a game with a top-down camera- or a third-person-camera.
FPS Control has three different licensing options:
guest user, pro user, and source license. If Iʼm a
game developer, how do I know which license is right for me?
If you have no budget, use the free guest user account.
vision. Without high quality A.I. an FPS is worthless. Rain{one} is that A.I. It tutorials for those not accustomed to controlling professional A.I. How will FPS Control change in the future?
You donʼt even want to know how hard it is to keep this secret! We have incredible updates planned all throughout 2013 and beyond. Some of those
features are displayed on the site. Once FPS Control is out of beta it will do everything a pro FPS does and more.
Pro is for indies and studios and the source license is for programmers who wish to alter the tool.
Why should a developer choose FPS Control over something else?
If you want to compete with quality shooters, why start from scratch? Itʼs a no-brainer.
For more information please check out their website: http://www.gameprefabs.com/
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process interview
PRO JANITOR POLICE
CHARACTERS AND CREATURES Persons answering: Richard Cook and Daniel Worley AdaptivElite announced their second title, “Pro
Who created the designs?
Janitor Police,” which will be released on May
RC: Myself and our Lead Artist Daniel
18th, 2013 for PCs. Android and iOS releases will follow later. EFG asked AdaptivElite about their new
Worley. He created the bulk of the
character art, while I focused on the art for the levels and UI in the game.
game’s character and the creatures that they
What source(s) inspired you?
designed and eventually used in the game.
RC: For me it was games like Metal
Slug, Castle Crashers, Megaman, and
Developer: AdaptivElite Game: Pro Janitor Police
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I like about the protagonist in this game is that he has an ordinary and unglamorous day job, something a lot of people can relate to, but he takes
it upon himself to save the entire city
because he knows heʼs the only one that can.
Contra. From old school to new, it
was definitely something I wanted to
Who created the designs of the game’s characters?
adapt the style of the game too, both
in terms of visual flare and design. The
RC: I originally created the 3 characters
fast motions and quirky art style give it
and maybe 2 of the enemies for the
concept, and then Daniel took them
a lot of appeal, and make it seem like
Release: Q3 2013
DW: Iʼd just like to say one thing that
one of those games you would find in the dark corner of an arcade in 1995 or
something, and you play it on a whim
to find out itʼs an awesome game even though no one else has played it.
and
elaborated
highly
on
them.
He also created a good bulk of the enemies
in
the
game,
including
elaborating on almost all of the art to give it a fresh look.
process interview
What inspired the aesthetics of the characters?
created the other levels with it while he
havoc, and they wonʼt let his victory come
RC: I think I originally wanted an illustrated
my original designs were single colors and
bacteria flying at you to mutated lions
look to them, with oblong shapes and quirky
acting enemies. Daniel really emphasized
on that and managed to create it in his own vision, which I liked a lot.
DW: Some inspiration came from old
school SNES games like Mega Man X, Street Fighter, and Super Metroid. Castle Crashers was also an important influence.
Who is the main character or protagonist of the game? RC: Mitchell Harris a.k.a Mitch Hammer
is the protagonist. Mitchʼs story is one of the unlikely but brave hero. Just a regular janitor at the Metro Middle School, he is
suddenly put to the test when a mysterious outbreak occurs in the chemistry lab of the
school. He dons his alter ego, calls upon his team and gets to work. There are
certainly twists and turns in the story, but that is the gist of it.
continued to work on characters. Many of
very rounded shapes. He added a lot with
shading and more interesting forms to the characters. Luckily the designs held true
in their essence, and so a lot of it ended
up looking very similar, with just a more “polished” look to it.
What are the main character’s powers and abilities? RC: Mitch is the MacGuyver of janitors. He can turn any cleaning material, chemical, or tool into a lethal weapon for the viruses
and bacteria running amok. Heʼs agile and can slice through the air with his mop, and he can also upgrade his abilities with
new special moves and powers that can be
found throughout the game by accessing secret areas and completing levels. His
team also has their own unique abilities and can swoop in to help him at any time,
or help him access areas he canʼt normally access himself.
How many designs did you go through until the team decided on the final version?
What kind of creatures (antagonists) are there opposing our hero?
RC: We actually only ended up doing one
RC: The exposed and running rampant
Daniel took what I had and recreated it.
another name throughout the game. There
major revision for the bulk of the art when He added more shapes and colors, more
visual appeal to both the characters and
the levels. I worked off his style and
Developer: AdaptivElite
collective of viruses become known by
easy. Youʼll see everything from the tiniest and monstrous blobs aiming to crush you. Itʼs intense. The onslaught doesnʼt let up very much.
What challenges did you face in bringing these creatures to life? RC: Every game faces its own challenges of
course, but for me it was one of a transfer
to the 2D medium. As I mentioned, I am a 3D artist primarily, and so needing to learn how to adapt better to 2D as
uncharted territory was difficult. I couldnʼt
take this thing I created and just examine it at every angle like I could a 3D model.
I had to do all of this in my head before
putting the cursor to the canvas. It was a challenge. I do feel like I stepped and
created something as close to my vision
as possible though. And Iʼm proud of that. DW: The walk and run cycle were the biggest
challenges.
Getting
a
good
smooth run animation for Mitch took a lot of work. I had to import the frames
into an animation program several times before I was able to achieve good, fluid, bounding motion.
is a lot of backstory being implemented,
but for now, all you have to know is that there are some real nasties out to wreak
Game: Pro Janitor Police
Website: www.adaptivelite.com
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19
concept story
Article by Rémy van den Wijngaart
Dunwall is the capital of Gristol, the Isle on
plague starts taking the lives of not just
Despite
as well. Empress Kaldwin tasks Burrows
which Empress Jessanine Kaldwin resides. being
the
seat
of
the
imperial
government, poverty plagues Dunwall, a city powered by whale oil. In a misguided attempt
to free Dunwall of this burden, Spy Master
Hiram Burrows arranges to transport diseaseridden
rats
from
the
nearby
Pandyssian
continent to Dunwall, the idea being that the plague would swiftly take care of the underprivileged poverty. It works at first, but the outbreak quickly proves impossible to
control. Soon the rats begin breeding, and the
R
the poor, but the rich and everyone else
to investigate the possibility of someone
importing the rats from elsewhere. Afraid that the Empress will discover his plot,
Burrows plans to assassinate her. He hires Daud, a professional assassin, to
do the deed. Meanwhile, he convinces the Empress to send her Lord Protector to the
other Isles to seek aid in combatting the rat plague. With him out of the picture, the plan should go smoothly.
eturning from a trip around the continent, the Lord Protector, Corvo Attano, arrives
in Dunwall two days earlier than planned. He carries bad news for the Empress: the
other continents cannot help Dunwall with the rat plague. Before seeing Jessanine,
Corvo meets Emily, the Empressʼ daughter, with whom he has a close bond. They play a
game of hide-and-seek before Corvo must turn his attention to other matters. After briefly conversing with Hiram Burrows, Corvo finally approaches the Empress and delivers the news. While Kaldwin is happy to see Corvo, she laments the failure of his mission.
Emily is the first one to spot the danger: there are men moving on the rooftops. Before Corvo can wrap his head around what is happening, the men teleport closer and attack the Empress. Corvo tries to defend her, but while one of the attackers holds him aloft with magic,
a man in red runs his sword through Jessanine. As quickly as he arrived the man disappears
again, taking the young Emily with him. In her dying moments Jessanine asks Corvo to find and protect her daughter. Just as she draws her final breath, Spymaster Burrows and High Overseer Campbell arrive. They accuse Corvo of treason, and drag him off to Coldridge Prison.
In the next few months, Hiram Burrows takes
Meanwhile, a group of Loyalists under the
Regent. With Empress Kaldwin out of the way,
of Corvoʼs fate. They oppose the false
control of the Empire, declaring himself Lord he can finally crack down on the diseaseridden poor. The government quarantines entire districts of Dunwall. The city guards quietly terminate the sick people, but order
is not restored and the plague continues to run rampant.
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command of Admiral Farley Havelock learn
Lord Regent. They see in Corvo a way to
rid Dunwall of his malevolent presence, and they set a plan in motion to facilitate Corvoʼs escape.
or Lord Protect o gets Corvo Attan the blamed for press death of Em dwin al Jessanine K
concept story
Six months after the assassination of Empress Kaldwin, Corvo remains locked up in Coldridge Prison.
Though his captors torture him repeatedly, he refuses to admit to the crime. Hiram Burrows, now Lord Regent, sentences Corvo to death; he is to be executed publicly for “his” crime.
When the guards return Corvo to his cell, he finds a message from someone claiming to be a friend. This friend has provided Corvo with the means to escape Coldridge Prison. Once outside, Corvo makes
Corvo escapes from prison with help from the Loyalists
his way through the sewers to meet up with his contact, a boatsman called Samuel.
Samuel takes Corvo to the Hound Pits Pub to see the Loyalists. Admiral Havelock and Lord Treavor
Pendleton introduce themselves as leaders of the conspiracy, and reveal themselves to be the “friend” that helped Corvo escape from prison. They enlist Corvo in their mission, which is to destroy Hiram
Burrows and place Lady Emily, the true heir to the throne, at the head of the Empire. Corvo accepts their
offer, as this aligns with his own goals. Piero Joplin, a skilled inventor under the employ of the Loyalists,
outfits Corvo with some useful tools and equipment, including a mask to hide his identity and terrify
his enemies. Itʼs up to Corvo to eliminate key members of the corrupt government of Hiram Burrows, starting with the High Overseer Thaddeus Campbell. That night, when Corvo goes to sleep, his dreams are visited by an entity called The Outsider, who gives him magical powers to aid in his efforts.
Lord Regent Burrows, afraid that someone
figures, such as the High Overseer and
to the Golden Cat. This luxurious pleasure
Pendletonʼs two older brothers, better
might attempt to rescue Emily, has sent her establishment
is
often
frequented
by
himself and other important government
Custis and Morgan Pendleton; Treavor
known as the Pendleton Twins. There, under heavy guard, she will be safe.
During his mission to eliminate to High Overseer Campbell, Corvo finds and frees Overseer Martin, an ally of the Loyalists. When Corvo removes Campbell, he retrieves the
manʼs journal, which contains the location of Emily Kaldwin. On his return to the Hound Pits Pub, Corvo delivers the journal to Admiral Havelock and retires for the night while the others work on cracking the encryption.
While the former Lord Protector sleeps,
The Loyalists also manage to decode
current state of affairs. Pendletonʼs older
Emilyʼs location. She is being held at the
Havelock
and
Pendleton
discuss
the
twin brothers hold important seats in parliament; their support to the Lord
Regent makes them a target that the
Loyalists must eliminate. Better yet, with
part of Campbellʼs journal, and discover
Golden Cat. Coincidentally, the Pendleton Twins also reside there. Itʼs the perfect opportunity.
the Pendleton Twins out of the way, Treavor Pendleton would be able to take over in their stead.
After he investigates a minor disturbance in the sewers, Havelock and Pendleton send
Corvo to the Golden Cat. Killing two birds with one stone, Corvo manages to find and
take care of the Pendleton Twins there, as well as rescue the young Emily. When he returns with her to the Hound Pits Pub, Callista, one of the Loyalists, takes Emily up to
her new room in the tower while Admiral Havelock and Lord Pendleton converse with
Corvo. They have deciphered more of the High Overseerʼs journal. It seems that Hiram Burrows has a mistress, and that Anton Sokolov, the Royal Physician, once painted a
portrait of her. Corvoʼs next mission is to find and abduct Sokolov, so the Loyalists can
pressure him into revealing the identity of the Lord Regentʼs mistress, one of his most powerful noble supporters.
Corvo rescues Emily and starts to undermine the Lord Regent’s plans
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21
concept story
While Corvo proceeds to Kaldwinʼs Bridge
down the usurper once and for all. Havelock
control of his brothersʼ parliamentary votes. By
Loyalists will soon be able to put the rightful
to obtain Sokolov, Treavor Pendleton takes
eliminating this pillar of support for the Lord
Regent, they are one step closer to bringing
grows more certain with every victory: the heir on the throne and save Dunwall from the corrupt Burrows.
Corvo manages to sneak past the protection around Kaldwinʼs Bridge, and abducts Sokolov under
the nose of the guards. Once he returns the Royal Physician to the Hound Pits, the Loyalists proceed to question him. After a little persuasion, Sokolov reveals what he knows about the Lord
Regentʼs mysterious ally: he only painted her from the back, and has never seen her face. He does know her name: Lady Boyle. Unfortunately, this does not narrow it down sufficiently; the three Boyle sisters — Waverly, Esma and Lydia — all carry the title “Lady Boyle.” As luck would have it, though, they are hosting a party at the Boyle Mansion. Corvo sets out to sneak into the party to find which Lady Boyle is the Lord Regentʼs ally and dispose of her.
Using their newly gained influence, Havelock
goal, Havelock starts to consider the possible
office of High Overseer. Now they have the
Dunwall of Hiram Burrows? Is putting Emily on
and Pendleton place Teague Martin in the support of the Overseers, the parliamentary votes needed to make their actions legal and
Hiram Burrowsʼ mysterious ally is out of the way, all that stands in their way is the Lord
Regent himself. Coming ever closer to his
outcomes. What happens when Corvo rids the throne enough to win over the people in the streets? Being this close to power, should
he stop there or push on? Maybe itʼs time to think about getting rid of Corvo.
The Lord Regent has exposed himself, and it is time to strike. Samuel the Boatsman drops Corvo off at Dunwall Tower. Hiram Burrows is somewhere inside — ready to flee to a secured location at a momentʼs
notice. Corvo does what he does best, and infiltrates the heavily guarded structure. Even the traitorous Hiram
Burrows is no match for his talents, and before long the Lord Regent is out of the picture. Just like that, itʼs all over. Pushed in the right direction by the Loyalists, the people of Dunwall quickly change their allegiance. All that remains now is to put Emily on the throne.
Spirits are high when Corvo returns to the Hound Pits. Havelock, Pendleton and Martin all congratulate the hero on his successful mission, and share a celebratory glass of liquor. The drink packs quite a punch,
and Corvo quickly heads upstairs to rest. He doesnʼt make it to his bed before passing out. He has been betrayed once again...
When Corvo awakes, still drugged and on the verge of passing out, Havelock, Pendleton and Martin are standing over him. They talk about how the people will welcome them as heroes: the ones to not only eliminate the false Lord Regent, but also capture his assassin. Before they leave to tend to other matters, they task Samuel with keeping an eye on Corvo.
The situation is desperate, but it seems Corvo hasnʼt run completely out of friends: Samuel admits to having slipped him only half the amount of poison, effectively saving Corvoʼs life. He sets Corvo adrift in the Flooded District, a ruined part of town, and then makes himself scarce. It isnʼt long before some familiar folks find
Corvo drifting on the water: Daud and his assassins; the ones responsible for the death of Empress Kaldwin. They imprison Corvo, but it takes more than that to stop The Masked Felon.
Corvo is b etrayed
22
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once again ...
concept story
Meanwhile, Admiral Havelock promotes
little coup dʼétat any legitimacy is Emily.
in Emilyʼs stead until she comes of age.
throne, Havelockʼs revolution could be
himself to Lord Regent, intending to rule
Of course, this is merely a ruse for the simple folk — Havelock does not plan to
give up his new power, especially after all
that he has done to get it. With himself as Lord Regent, Pendleton in parliament
and Martin as High Overseer, they finally have the opportunity to change the fate of Dunwall for the better.
Still, Havelock is not convinced that he
is safe. The only thing he has to give his
If he didnʼt control the true heir to the viewed as just another power grab. Corvo may be dead, but what is to stop someone
else from trying to take her? He also
canʼt run the risk of having her disobey him. Havelock decides to take Emily and
hide in the monumental lighthouse on Kingsparrow
Island,
the
final
military
project of the late Lord Regent. At least there he will be safe...
After taking care of Daud and escaping through the sewers of Dunwall, Corvo sneaks back into the Hound Pits. He finds that Havelock, Pendleton and Martin have murdered almost everyone there — apparently only the three of them played a part in the betrayal.
Piero Joplin and Anton Sokolov are still alive, and with their help, Corvo manages to
incapacitate all the guards around the Hound Pits. Using a signal in the tower he calls
Samuel back to shore, who then informs him of Emilyʼs location. Itʼs time to set things right once and for all.
Kingsparrow Island is the most secured location Corvo has ever seen. Itʼs positively teeming with guards. Somewhere on the island, hiding like the cowards they are, are the traitors Havelock, Pendleton and Martin. Are they truly evil or were they seduced by
power? Will Corvo take his revenge and slay them all? Or will he show them the mercy
that they never showed him? His actions will have consequences for not just himself, but also for Dunwall and indeed the entire Empire. Emily will look to Corvo for guidance as a child would look to a father, and will surely learn from the example he sets. Will she grow up to be a kind-hearted Empress like her mother, or will she be ruthless and efficient? The future of Dunwall rests in Corvoʼs hands.
rs the traito ut to find o ll or s a re w n tu u n e save D Corvo ve h l il W . y e Emil ss? and rescu to darkne further in plunge it
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3aday
24
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3aday
MOMONGA NGA ARTWORK Persons answering: Jimmy de Meza and Derk de Geus
ART STYLE
D: In the very beginning we started with a super low poly art style. We took
inspiration
from
origami
and
possible to invite people that appeal to the visuals for nostalgic memories as a child.
papercrafting. Jimmyʼs bright colors and
INSPIRATION
match for these origins.
fresh and bright/pastel colors and simple
Asian influences turned out to be a great
J: The first time I set eyes upon Momonga, I knew it had great potential. The first
initial style that had been set with lowpoly shapes, inspired me to take it a
level higher. To make low-poly graphics more attractive, I chose to make more
J: I always had an attraction for cute, cool,
shapes. Every artist expresses something that is part of who they are or who they
want to become. The imagination is a
eyes more rest when it reads an image. Children are a great example of how they
enjoy the experience of simple geometry and bright tasty colors. Thatʼs why I believe
that there is a difference in simple and simplistic. The art style may look simple,
but it is not. It is simplistic. Example: To make a simplistic abstraction of a plant,
I stretch the imagination to make it less
And those games that were the most visual impression of awe in my mind. And by that I do not mean fancy realistic graphics, but artists who chose to try to
create something new and unique. Shapes, colors and textures are so important for the game experience next to gameplay,
Zelda” – it was a natural consequence of
the design decisions and our personal influences.
J: Yeah, it is interesting that this is noted.
him or herself without technical limits. So why limit yourself again in production art? I think that we could have stretch
it even further to make the whole game look like all the concept art. But there
was also a beauty in letting complete 3D
environments with lighting and shading do their work to finish the chosen art style.
level design, music etc. I have to say
D: I think Jimmy did an amazing job
research very well to make their products
The visuals are almost vector-like, which
that Japanese anime and games did their so attractive worldwide. Thatʼs where most of my inspiration came from.
realistic, by removing unnecessary details,
D: There are many Western and Eastern
the recognition of the object. This way it is
sources to draw inspiration from. I agree
but keep the relevant shapes that define
it. But we never set out to “make it like
Since in concept art, an artist can express
attractive to me, were those that left a
positive reactions and moods. It gives the
game has a decidedly Nintendo-ish feel to
the best of beauty.
and textures. I have a favor for bright, fresh
the eye of the beholder and it brings up
lot of places. Personally, I think that the
3D ART?
steered in the right direction to express
Besides that. Iʼve played a lot of games.
and tasty colors, because it is appealing to
fresh colors and shapes can be found in a
wonderful thing that should be tamed and
interesting shapes than the common basic geometry combined with appealing colors
with Jimmy that the timeless principles of
elements mixed, and we had numerous
translating the concept art to 3D models.
is a result of the decision to use vertex
colors instead of textures for the 3D models. The game uses gradients, sharp
lines, and bright colours. This is in many ways similar to the concept art style.
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25
3aday
PROCESS Person answering: Derk de Geus BRAINSTORM
What were your first few thoughts about this game, the characters, environment, and the theme?
D: Well, the initial idea was to do an “infinite pinball” game in
which you would need to get as far as possible. Like Doodle Jump meets pinball mechanics. We figured that the characters would be
“fluffy with cute eyes” – so we invented these generic fluffballs
which you could bounce around the screen. The environment would be a fantasy world with several areas, like ice, forests, volcanos – the works. :)
How did you guys come up with Momonga?
D: In 2010 we had a lot of prototypes lying around, and none
of them were really getting anywhere. So we figured we would formalize our selection process a bit. We started with a couple of brainstorms, and the result was 100 game ideas. We then voted for each concept, and the top 10 would go to the next phase. We
did market research on the designs, and the top 3 of games would then go to the prototype phase. With the 3 prototypes, we invited
people to our office to play and rank the games. The winner was Pinball Forever, which would later become Momonga. DESIGN
What was the most important thing when it came to the interface?
D: We needed to communicate a lot of things. In the first designs, we crammed everything into one window. That was technically possible, but not the best way to communicate the progress to the
player. We later changed that to different windows, where you get everything spelled out for you: Your score buildup, any challenges you may have completed, and whatʼs next for you to do.
Was there something particular you tried to gain with the cutscenes?
way too much time to design and finetune them. We also looked
the cutscenes are a proven method to progress stories. There is
free and provide in-app purchases to users to monetize the game.
D: There is a storyline that glues the whole game together, and quite a bit of dialogue at times, even though we tried to keep it
to a minimum. I wanted the player to understand the characters and which factors drive them into this adventure.
at the freemium business model, where you offer the game for However with the storyline game design, we felt that a freemium model would break the game and alienate the user experience too much.
GAMEPLAY
3D & ANIMATION
D: In terms of the story, your tribe has been taken by a bunch of
D: The characters are animated in 3D Studio Max and the interface
In a few lines, what is the goal of the game?
owl bandits, and you are the only one who can save them. In terms
of gameplay, you simply have to get to the end of the level, using flippers. You will meet enemies and various obstacles in the levels, and you will need to open doors by flipping switches. Where lies the challenge in this game?
D: The challenge is hitting the right target at the right time, while keeping your ball in the game.
In which software is Momonga animated? and cameras are animated in Unity.
What was the hardest thing to animate?
D: There are a couple of bird characters, and their wings were
very tricky. Bird wings are made up of different layers of individual feathers, and all these feathers move individually. We came up
with a solution that allows us to fold and unfold the wings, while
still keeping to a minimum of bones and polygons to do the trick.
Were there any gameplay functionalities you wanted in the
MUSIC & SOUND
D: Yeah, we wanted to make it an MMO, but ran out of time… Just
outsourced it or made it yourself?
game but just didnʼt fit?
kidding ;) But seriously, we wanted to have more levels, but it took
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Who made the music, sound and did the voices? Did you D: I made the music myself, and Guido Bergman did the sound
3aday
Release: Januar y 17th, 2013 Developer: Paladin Studios Game: Momonga
What programming language does Momonga use?
D: We use Unity as a game engine, and C# as the programming language. QA
When did you decide that it was time to test the game?
D: From the very first start we invited testers to give feedback and provide us with ideas. Itʼs an important part of development,
and we had testing sessions throughout the development process. PROCESS
Looking back at the process, did the team learn any new things?
D: We learned so much, I donʼt know where to begin… First of all,
the lesson I have learned is that it is really important to design
your game with the business model in mind. We are focusing on multiplatform deployment, and that seems to be a pretty good
strategy. However, if we would have been able to do a freemium model, not in a nasty way but in a good way, that would have
helped us with breaking even. The game design kind of blocks
that, because there are no weapons or items we could sell. Then again, the story and characters are powerful, and we have been getting great feedback on that, so that is a potential source of
income for the future. Another thing that we have learned is that it takes waaaay more time than you would think to build a good game, especially when itʼs a “side project” like Momonga. There
have been months when we didnʼt even work on the game, and most of the time we had one or two people working on it. When
a paid project is demanding attention (deadlines!) then we need
to refocus the team on those projects. It slows you down – not necessarily the best situation in a fast-moving games industry. effects for the game. We got help from Tom Pearce of Practical
Were there any big issues during the entire process that took
for the sound effects. The voices were done by my girlfriend
D: The main issue was level design. We had little experience with
Music, who mastered the soundtracks and did the sound direction Marlies (Momo), myself (the raven and owl guard), my uncle Kees
Visser (Panda, Guaka and Kuton) and our marketing intern Peter van der Spijk (Fry). It sure was a lot of fun to do all those voices :) PROGRAMMING
With what kind of bugs did you had to deal with?
D: All kinds, really! One of the main issues was physics. Pinball is a fast-paced game, and the physics need to predict the trajectory
of the ball and account for the flipper movement. Another bug we had to deal with was with Facebook leaderboards. We had that all
set up a year ago, but one week before we submitted to the App
a little while to properly deal with?
pinball level design, and we had to learn which things worked
and which things didnʼt work. The process for level design got
refined over the course of the project, so in the end we could do pretty complex levels in a short amount of time. Still, it can
take several weeks (if not months) to design a level like Guaka or Kuton in Momonga.
We also switched our management tool from stickies on a
whiteboard to an online tool called Trello. This was a big
improvement, because it allowed us to track more items and customize our workflow. I highly recommend it!
Store, Facebook killed the API we were using so the leaderboards
How long did the team eventually worked on Momonga?
and right now we are working on getting them back in. Another
the prototype as well. In total we spent about 6000 hours on the
showed only errors. We had to remove the Facebook leaderboards,
issue was with crashes – the game uses quite a bit of memory, and on older devices that caused a lot of crashes. We mentioned
D: In the end we worked on Momonga for two years, if you count game, so those two years were not anywhere near full-time.
it in the description but we should have restricted the hardware a
Now that the game has been released, how do you feel?
end we managed to fix the crash issues and it now works pretty
out there, we did it! Now itʼs time to look forward and consider
bit more firmly because players donʼt read descriptions ;) In the well on older devices like the iPhone 3GS and iPad 1.
Developer: Paladin Studios
Game: Momonga
D: Exhausted with a sense of accomplishment and freedom. Itʼs our next steps :)
Website: www.paladinstudios.com
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27
member’s eye
CHRIS APPLE Composer | Rockville, Maryland
I AM... Iʼm a composer, sound designer, singer and guitarist who grew up in the suburbs outside Washington D.C. Iʼve been interested in music since as long as I can remember. I was hooked ever since I heard Harold Faltermeyerʼs theme to “Top Gun” as a kid.
Since then, Iʼve loved to play, remix, and compose in a variety of
genres, both old and modern. I also love hanging out with friends,
barbequing, sci-fi, heckling bad movies, and of course, playing video games.
Iʼm a very tenacious person. I like to try many different things but
when thereʼs something I know that I want, I pursue it relentlessly. This can be a personal life goal, a piece of gear I want, but usually
this is a type of sound Iʼm chasing. I get very specific about the type of treatment I want my music to have, because people react strongly to the type of production they hear, even if they donʼt realize it. So everything has to be exactly right!
MY PASSION Thereʼs a quote from the Speed Racer movie that I think defines
also has to sound “confident.” I remember some of the earliest
of a T-180 [a race car] to be a driver. You do it because youʼre
and upbeat, and the melodies are catchy. Itʼs also very convicted.
my obsession with composing. “You donʼt climb into the cockpit driven.” Music, specifically game music, just calls to me. I would
write and remix music no matter what I did in life, because Iʼm constantly listening to and playing with music in my own mind.
Sometimes Iʼll write or remix a song just because I am convinced that it needs to exist.
Game composing is very personal to me. When I sit down to
write a song, I have many goals that I feel are necessary to hit.
The reason I think game music sticks so powerfully to people is because itʼs working on a lot of levels, and each one of those levels becomes a goal for me. It must elicit a desired emotion, of
course. Most game and film producers credit music heavily for
communicating the emotional content of their work. The music
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game music I listened to was the classic Mega Man series. Itʼs fun Even though chiptunes was a brand new sound, and it couldnʼt hope to match the production standards of professional music, it was absolutely convicted in itself. Itʼs melodies werenʼt hesitant or searching for their voices, they knew exactly what they wanted to
be and they poured forth with confidence. I think all good music needs to do that. People react to the confidence they hear, and
they are inclined to like music that is confident in itself. We use a lot of the same brain hardware for speech and music. So writing a confident song is a lot like speaking confidently – bold, simple,
a clear rhythm. They know where theyʼre going with what theyʼre saying. It doesnʼt search around for a voice or come on softly,
waiting for the listeners to reach out to it. It tries to initiate that connection.
Additionally, game music takes up the task of painting the game world – the whole world, far beyond the edges of the screen. I
have always felt there was a subtle despair in most Mega Man music, a despair that commented on the world beyond the scope of the story: yes, Mega Man is going to save the world, but what
kind of world is he saving? Life must be very, very cheap in a world where robots can do any job imaginable. In a way, the player gets
to experience a kind of naivety that Mega Man holds on to - that
once good vanquishes evil, things will be happy again. I think the
music belies that notion, and suggests that the world has become
such a grim place, that maybe saving it isnʼt the kindest fate for it. A lot of people donʼt realize that game music is working on this level, at least, not consciously, but I make it my business to be acutely aware of it.
I COMPOSE I like to compose in many genres, from Orchestral to Hair Metal to Harmonic Chant. But one genre I really like to work with is
Orchestral Power Metal. Itʼs an exciting blend of traditional
orchestra music and modern metal. The Finnish band Nightwish is a good example of this genre, and Iʼve included a song of my own, as well. Game music in the late 90s was actually full of Orchestral
Power Metal (Final Fantasy VII, for example), although lower
last year I composed an entire album of folk music for an indy
capability of putting fully-produced audio into games, this genre
songs for the indy physics game Crashtastic, as well as produced
quality, 16-bit versions of it. Itʼs ironic, now that we have the has completely vanished from them. I would love to see this genre
in games because itʼs fantastically exciting. It has the full range of
emotions that orchestra music has, plus it can get you absolutely
RPG called Alcarys Complex. Iʼve also written three Hair Metal
sound effects for the iOS games Disney Princess Royal Ball, PUMA Stylecaddie, and Kung Fu Killforce.
pumped up for boss battles and other action-packed events. It
Alcarys Complexʼs creator, Jonathan Dixon, wanted to use folk
really imprint a scene on the player for a lifetime. Itʼs absolutely
creating an album of 26 original songs using folk traditions from
has such a huge, jaw-dropping sound, the kind of sound that can epic, and would be amazing in lots of different kinds of games. I would love to write whole albums of this for games!
THE GAME INDUSTRY AND I I love to work with complex arrangements of orchestra and other
instruments, which can be essential to modern games for several reasons. Firstly, the orchestral sound is still massively popular and I have lots of experience working with complex, nuanced arrangements for both synth and live orchestras. Secondly, complex, layered songs are required to give interactive music
variety and personality, and Iʼve worked a lot with interactive layers and transitions between different versions of a song (like a “calm” version, a “tension” version, and a “battle” version.) Finally,
these complex arrangements allow me to mix together genres, like Orchestral Power Metal and others, which could really help
games break ground into new sounds and make them stand out from the pack.
Iʼd love to work with any game company that would be willing
to let me push the limits in any of these three areas. Advancing interactive music to make it much more complex has long been
a goal of mine. Or if there were a game that needed a powerfully
intense, epic score and was willing to let me compose an album of Symphonic Metal. Iʼm just looking for a large canvas to work with!
http://chrisapplestudios.com/
music because it is rarely featured in games. So, I set about
all over the world – American, Celtic, Middle Eastern, Asian. Iʼve included its title theme for you! For me it was a very personal
mission. The game has beautiful nature scenery and is a kind of spiritual successor to Secret of Mana. I love both nature and Secret of Mana, and so I wanted to write music that captured the joyous experiences Iʼve had with both. I also wanted to capture the
complexity of the people in Alcarys Complex. Every last NPC in the
game is a well-rounded, three-dimensional character. As such, I wanted the music to tell of a bustling, many-faceted society full of different personalities and beliefs. For the songs in each capital city, I tried to capture the nationality of its people. There was
also a constant struggle among the three nations for supremacy,
and the gameʼs characters frequently get caught in the middle. So I wanted the music to deal with some sadder, adult themes as well – good people being used by politicians, or corrupt officials
using feigned patriotism to rally a nation for war. My favorite song pits a political fanatic against a tired, heartsick soldier. The
song begins with the two combatants slowly circling each other, expressed by just two violins and some very sparse drums. I was trying to capture the raw, exhausted voices of these two people.
They both have nothing left to lose, and so theyʼre willing to fight to the death, and I wanted to capture that exhausted, yet steeled
determination. Then the song erupts into a dance as the bullets start flying and combat proper begins.
chris@chrisapplestudios.com.
t
@ChrisAppleMusic
member’s eye
RODRIGO GONÇALVES 3D modeler | São Paulo, Brazil
I AM... Hi! My name is Rodrigo Gonçalves, I was born in 1985 in São Paulo city Brazil where I live and work. Since 2007, I work most as digital
artist focusing in Montion Graphics for interactive web projects using Flash and ActionScript. In my free time I like to play soccer,
play video games, traveling and hanging out with my family and friends. Also, I enjoy studying about digital media and arts, most
recently, Iʼm learning about 3D modeling and arts for games.
MY PASSION 3D modeling is still a very new world to me. I started learning about
3D between 2010 to 2011 when I applied for a game development course in Brazil, where I began to learn basic concepts about
I love cartoon style. I always get inspired by them most of the
time when I try creating something. I love the simplicity and the
fun that cartoons have, and at the same time the challenge that it brings. Sometimes I like to observe drawings and sketches from
my friends and imagine how those drawings could be in 3D form. Recently, Iʼm enjoying create 3D character design and props for small 3D games that could one day become a real project.
Also, sometimes I like to mix and experiment with different
disciplines in digital media & arts to achieve new ideas and learn new techniques, such as motion graphics for interactive projects using Flash and ActionScript.
creating arts for games for Unity3D. In the course I had to learn
THE GAME INDUSTRY AND I
learn how to programming something for games. It was a great
and art skills that I really enjoy. Iʼm trying a new career in game
from 3D modeling, texturing, animation and even we had to
I think the game industry is a perfect mix between technical
experience and opportunity to me get a better understanding
industry, I feel that I can use my experience that I have acquired
about arts for games and the game production process. In mid-2012, I have started my studies focusing in 3D modeling for games, starting with ZBrush and after bring
over a few years with graphic design and motion graphics for interactive projects and applying this knowledge in game assets in
somehow, learn new skills and help the team creating new ideas.
those high-poly models into a low-poly version. Iʼm loving
Also, arts for games is something that I really enjoy creating.
new portfolio and try a new career opportunity in the game
with it. I know that I still have a long road to run and so much
learn the whole process that Iʼm really motivated to rebuild a industry one day. Or at least, create in my free time some 3D
art for games just for fun with friends that share same passion. Currently, Iʼm not working. For a few months Iʼm focusing
It is hard work, of course, but I feel that I never get bored
to learn, but I canʼt see myself doing anything better in near
future. Even if I donʼt actually get a job in the game industry one day, I will keep practicing just for fun in my free time.
my studies full-time in 3D for games and looking for new
I would like to see my creations in platform games and open world,
up my portfolio and learn new skills in my spare time. This
specific limit to try creating for different genres and experiments
career opportunity in the game industry. I will keep building
process will help me become a better professional and artist.
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which are my favorite ones. Also, I like to think that there is no with new things.
I modeled, painted and rendered the high-poly version inside Zbrush. After I did the postproduction in Photoshop to get the final render.
After I had the high-poly model done, I did the re-topology inside the TopoGun to create a low-poly version and tweak the mesh inside 3DS Max. Also, I did the UV layout inside the 3DS Max for creating textures later on. At this stage, the model has about 13.736 triangles.
I created the textures by doing the "Baking textures" process, which helped me bring out some details on the model. Basically I just used three textures maps: Normal map, Diffuse map and Specular map. Also, I used the Marmoset to create materials and make my first tests with textures in the model and I applied dynamic lights in the scene. Here are the texture breakdown. I did the pose for this low-poly model in Zbrush by using ZSphere Rigging. Also, I was looking for a strong silhouette that would be clearly identifiable at first glance. After, I rendered the final image inside the Marmoset using dynamic lights on the scene. Finally, just to give him a place to stand and bring a better mood to the scene, I created the floor and background in Photoshop. The final model has about 14.200 triangles.
www.rodrigopixel.com.br http://vimeo.com/channels/rodrigopixel
rodrigopixel@gmail.com
https://www.linkedin.com/in/rodgon
t
@rodrigopixel
member’s eye
Steven van Buuren 3D modeler | Amsterdam, the Netherlands
SKILLS Hard-surface/automotive
modeling
texturing
and
lighting.
Organic/character modelling texturing Lighting. Lighting and rendering with HDRIʼs.
Creating different render passes (16bit EXR for diffuse and reflections, 8bitTIFF for RGB masks. Creating cameras and lighting
inside Maya. Post inside a multi-layer photoshop structure. For organic modelling and characters I use maya and Zbrush. I can
make high resolution geometry for vfx and also game geometry with the additional baked light mapst.
Storm: Basemesh made in Maya and then imported in Zbrush and divided a couple of times and adjust the basic shape to about 1000 polys. Exported again as obj. To Headus UV layout and proper UVs inside 0-1 space. Exported it back in Zbrush; Sculpting final mesh; Creating displacements and normal maps. Imported to Maya where I then made a mental ray skin shader to plugin the maps; End further setup of skinshader. In Zbrush I painted backscatter; subdermal epidermal skin textures these plugged into the skin shader in Maya. Rendered in mental ray with a linear workflow.
The gun was a final project during an Alex Alvarez class at the Gnomon school of visual FX. All modeled in Maya; texturing Photoshop; Rendered in mental ray.
The character (WIP) This character is a work in progress. All is made in Zbrush so far.
www.stevenvanbuuren.com/ 32
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contact@stevenvanbuuren.com
nl.linkedin.com/pub/steven-van-buuren/24/370/462/
3aday
compact process interview
HAIRY TALES Persons answering: Ricardo J. Méndez How many different creatures does the game have? What kind of creatures are they?
Right now it has Hairys, Kikimoras, the evil Oaks, Chur, Kladovik, Toad and Vodnik. Of these, only the Hairys
are unequivocally good, while the Oaks, Chur and Kladovik have been corrupted and can be cleansed, but are dangerous in their corrupted state.
WARNING: The details below could be considered spoilers.
Chur is a sort of an animated log and the boss of the forest world who mocks you and the Hairy while you
try to solve the level. Kladovik is a huge rock monster
(youʼve probably seen him on the trailer). He is not
only very difficult to defeat and can easily punch the Hairy into dust, but he can also stomp the ground to rotate the tiles around him.
Kikimoras, Toad and Vodnik (the Swamp world boss) are just plain evil.
Kikimoras are straightforward-theyʼll slap the Hairy
What inspired you to create these creatures?
Man...Slavic folklore is such a rich vein that the hardest part was actually how to narrow them down to a set of
characters that we could easily implement and playtest in the time that we had.
I guess the question could be why slavic folklore? As I mentioned before, it actually started as more of an adventure game, and I think that there is such very rich imagery in Slavic folklore that for whatever reason has yet to reach people. This gave us an opportunity
to do something that, for better or worse, was new for players.
How we ended up narrowing them down was mostly an issue of theme. I wanted to have very distinct worlds,
and with them very different bosses. Chur, Kladovik and Vodnik present different challenges and we ended up
imbuing them with very different personalities as well, which helped in making it feel like all the player had
learned during the world had lead up to that encounter.
senseless unless he uses some other method to defeat
Did you had any ideas that you had to scrap?
close, or try to jump on him. Vodnik, the Swamp level
a final boss who inspired the whole effort in the first
them. Toad will either poison the Hairy if he gets too
boss, will vomit poison on tiles near him, and also head-butts Hairys that get close.
Developer: Arges Systems
Game: Hairy Tales
Lots. We had about seven different characters including place, but Iʼd rather not go into them to avoid spoiling future updates.
Website: http://arges-systems.com/
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eye for...
THE CREATIVITY OF
BOSS BATTLES The vast majority of video games out there include a boss of
A boss personifies the obstacle to overcome, the agenda of
they ramp up the stakes, tempo, and difficulty and bring
on a dragon lizardʼs head three times scored with staccato up-
some kind. Boss battles are the holy grail of gaming gratification;
excitement through quick successions of split second decisions.
Over the years, many different games in all genres and platforms have included boss battles; they are the single recurring element
throughout all facets of gaming. Boss battles are the final challenge, the piece de résistance. Games tend not to end with a whimper, but with a bang.
the antagonist, and the necessary yang. Where once jumping tempo blips would suffice as a thrilling boss fight and healthy conflict resolution, today we see an increasing complexity in
both the approach and execution of boss fights. Obviously, due
to massive leaps in the flexibility of game engines as well as sophisticated artificial intelligence, boss battles have evolved alongside their medium.
Article by Dave Perotti
The Tiers of a Boss A good boss battle manages to exceed the threat of all that came
the guard of its respective location. In most cases, in order to
where most, if not all, of the skills the player has acquired over
this gatekeeper.
before it. It expands the scope and scale of gameplay to a point
the course of the game are needed. A final exam, if you will. There
are (sometimes) three tiers of boss fights: the mid-boss, the level or area boss and the final boss.
The mid-boss is typically a slightly bigger version of regular
enemies. Perhaps he is a squad commander, a gang leader or
just a guy with colourful pants and a bigger health bar. He is simply there to diversify the cannon fodder. The level or area boss is usually placed at the end of a level or area and is considered
proceed to the next level you have no choice but to vanquish
The final boss is an altogether different beast. In terms of scale, drama, gameplay and story, the final boss marks the very climax
of the game, the apex of character growth and the culmination
of various gameplay elements, instruments and skills acquired throughout the game. Barring an epilogue or denouement,
defeating the final boss usually marks the end of the heroʼs journey and concludes the story.
Cinematic or skill-based? Naturally there are games that buck the trend, or games that
simply combine core gameplay elements with the boss fight itself.
For instance, in Shadow of the Colossus any given boss is equal parts level design, core gameplay, and narrative, as well as a
thrilling clash of sword and stone. Shadow of the Colossus was
a near-perfect game in terms of design. Not a single element is
unnecessary and everything in the game is purposefully designed to aid in the climactic battles. Everything from the sword to the
horse, the bow and arrow, the character itself and every structure in the game, including the sun, absolutely needs to be there to
set the stage for the massive battles. Not only is Shadow of the
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eye for...
Colossus an ode to boss fights in terms of
fly in the face of whatever you expect will
as emotionally engaging as other styles of
impact and the gravity of a playerʼs choice.
as a device to pull out the carpet from
fights tend to be the most personally
gameplay, it also showcases the emotional
In regards of the skill-based-to-cinematic
spectrum, Shadow of the Colossusʼ boss fights lean towards the cinematic side.
Other times, bosses simply serve to shock or otherwise emotionally engage the player.
This is a role usually reserved for level or
happen. Hideo Kojima uses boss battles
underneath the playerʼs feet. These boss battles often result in completely breaking
the fourth wall in utterly confounding ways. This cinematic, drama-heavy style is considered by many to be the signature style of the Metal Gear games.
area bosses. Metal Gear Solid spends a
Other developers, such as Ninja Theory
Who could forget having to unplug the
unforgiving and skill focused tests of
fair amount of time on its boss concepts. controller and insert it into the second port to bypass Psycho Mantisʼ telepathic abilities, or taking down Metal Gear Ray
while piloting Metal Gear Rex? Rather than utilizing the tools or skills youʼve gained
during the game, Metal Gear Solidʼs boss
fights generally throw you a curve ball and
boss fights, these old-school style boss gratifying considering their difficulty. No overly dramatic soliloquy, no recaps of
inner turmoil and personal growth, simply
a giant obstacle and the satisfaction of having overcome it. These boss fights are purely skill-based endeavours.
or FromSoftware, make boss fights utterly endurance, accuracy and timing. Though
usually tackled in similar fashion (unlike
Kojimaʼs boss fights), these fights force the player to carefully observe and time
their attacks. This is more akin to the boss
fights of old NES and SNES days. Discern the pattern, strike, evade, repeat. While not
What makes a Killer Boss? So what makes a good boss fight a great
boss of said dungeon. This combines the
skills the player can use effectively, as well
present throughout the game. Following
(character progression), with the perfect
able to evade the bossʼ attacks.
boss fight? A combination of several factors is a checklist of must-have features for a rewarding final battle:
Challenge. Fairly straightforward, a boss
battle has to require more precision,
technique and overall skill to defeat than any given enemy. A boss stands at the top
of the food chain. This should naturally be reflected in his proficiency to kick ample
amounts of player butt. Difficulty can be scaled by a number of factors such as:
• Adjusting the amount of damage the boss delivers per hit.
• Adjusting the amount of health or hit points the boss has.
satisfaction of gaining a skill or weapon, stage to utilize a new form of gameplay. Atmosphere.
When
setting
the
stage
for a climactic battle, the designer will
need to account for ominous or exciting background music and an appropriately
styled arena for the coming encounter. In terms of music, boss fights are typically accompanied
by
up-tempo
staccato
scores. These serve to unease the player
and give a sense of urgency and imminent danger, getting the player in a do-or-die
mindset which adds to the excitement of the battle.
• Switching or speeding up the attack
Arena. Level design is incredibly important
• Creating events where a boss can
restrict the player in terms of movement
pattern past a certain point
regain his/her health or power
• Placing restrictions on the player, (i.e.
locking use of a certain weapon or skill)
Skills. The inclusion of skills or new weapons or items acquired during the adventure. For example, in Zelda games every dungeon hides a new weapon or tool. This object is then required to defeat the
with boss battles, as it may either aid or and
options.
subtle
nuances
An
infinite
create
amount
many
of
different
experiences. Imagine at specific points
as confine the space in which the player is
Emotion. A great boss fight is a memorable one, and a good way to make something
memorable is to inject it with emotional
content. In skill based boss battles most of
the emotional impact comes from defeating a highly skilled or otherwise difficult
opponent, perhaps after having lost a few times. In cinematic boss battles drama
takes center stage, and in most cases
it is the story that incites an emotional response. These are contrasting concepts,
and any given designer will have to make
a choice fairly early on in the design stage
how he wishes to deliver the emotional impact. Atmosphere helps to build a
mindset in which emotional responses get triggered, but ultimately how memorable
a boss fights is depends on the degree of emotional impact delivered to the player.
some parts of the arena may become
Combining and tweaking all these concepts
arena. Depending on the how and when
goal of creating an emotionally compelling
submerged,
temporarily
shrinking
the
of this mechanic, the player may find himself cornered or unable to attack. By
controlling the space, you control which
until they work in unison with the single sequence is the goal behind any boss
fight-besides giving the player something to beat obviously.
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35
process interview
compact process interview
MERCENARY OPS Yingpei Games:
We had a PC version named Mercenary Ops as well,
which has been launched over years. Itʼs already
gained a solid user base, we thought it would be more
familiar if we call the iOS edition using the same name to those players.
We hope to bring the AAA quality games to iOS users, includes the entire storyline, interesting game experience, gorgeous graphics and even thrilling sound effects.
In addition, we hope to make the game as simple as possible, easy for fun to everyone.
We try to bring the ultimate graphic experience, each level has over 100,000 polygons, while over 5000 polygons to Characters.
We have lots of amazing ideas, but we donʼt have
enough time to put it into this game, although itʼs our first iOS game. For example, multiply players
cooperation is one of the ideas we want to make it in the future.
We have learned how to make the game AAA quality
on a small screen, and how to put so many buttons on to a single touch screen.
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Developer: Yingpei Games
Game: Mercenary Ops
Website: www.yingpeigames.com
game design | story
NARRATIVE AND TheGAMES Writers Challenge Article by Bob Edwards
Sovereign: ʻReaper,ʼ a title given to us by the Protheans to give
this New Golden Age of Television is bleeding over into the game
We simply are.
construct and execute story in games, but the market remains
voice to their destruction. In the end, what you call us is irrelevant.
(Mass Effect, 2007)
industry. More studios are starting to use professional writers to obtuse and difficult to break into. Unlike the “Heroes Journey”, the
Itʼs no secret that there is a Renaissance currently happening on
television. High production values and heavily serialized shows are quickly replacing reality television (though Honey Boo-Boo and Gordon Ramsay seem to be stalwart reminders of the era) and
Golden Mein of scripted story, there isnʼt yet a firm consensus on what is the ideal way to present narrative to the gaming audience.
What works in some games, and some formats, fails utterly in others, and some games do perfectly well with little to no story at all. Where does a writer get started?
personality; not a quick, sudden change, but as he inches closer
CHARACTER Manny: As a rule, I never touch anything more sophisticated and delicate than myself. (Grim Fandango, 1998)
to his dreams his pessimism becomes optimism and his heroic
nature is revealed. In many ways, his journey is one of spiritual
rebirth, even if he is simply completing the journey of his death. Grim Fandango was a milestone in story as up to this point most
protagonists in games tended to have spontaneous changes in their personality when the game needed it, brought about by
external forces. It was very infrequently portrayed as a lengthy change taking case over several years of in game time.
What can be learned from looking at Grim Fandango, and Manny in
particular, is the need to have change in your primary characters. It could be a lesson learned, a change in attitude, a change in Grim Fandango was released in 1998 by Lucasarts and was
predominantly written by Tim Schafer, currently of Double Fine fame.
Labeled as a “dark comedy neo-noir” Grim Fandango
portrayed a version of the Aztec Underworld that was influenced by classic film noir movies, primarily Casablanca and The Maltese
station or even as simple as a slight nudge in a different direction: the hope for change. By having a non-static protagonist a player can be drawn more into the story, empathize with a character, and
something is created that bears more resemblance to an actual person than a cardboard cutout.
Falcon. What made Grim Fandango stand out (Predominantly to
Devising a world for a game can be a daunting task. For a game
a commercial failure) was the intricate characterization, witty
the world, and nothing portrayed that better than the older Final
critics, as the game, now considered a cult classic, was considered
dialogue and a fantastical and diverse setting. What was different about Manny was that as the player progressed through the game,
he changed. One of the biggest mistakes made by writers (Even in popular films and TV shows) is having a static protagonist.
Manny starts the game as being incredibly down on his luck in both (un)life and love. He is pessimistic, depressive and resigned to his fate. As the game progresses, we observe a change in his
to be truly memorable there must be a hook of some sort in Fantasy games. Compared to some of the detailed information available about the worlds of some modern games, Final Fantasy
6 is fairly scant. Significant portions of the story and character development are left open for the player to create for themselves,
and the resource information available does little more than give the most basic of overview of the mythology, religion and people
who live in this game. Yet, there is something alluring, a draw
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game design | story
to the world that was presented only through sprites and text.
player a little bit closer to the happenings of the story, as you
something infrequently seen in games: tragedy.
first person shooters unfortunately usually amounts to “Go Here,
Part of that allure comes from an excellent story that drew on
do this, follow orders”. This passive form of having story told to the player is a holdout of film and television, and does not utilize
WORLD
how a video game can tell narrative. A compelling story in games
Kefka: Life...Dreams...Hope...Where do they come from? And where do they go? None of that junk is enough to fulfill your hearts! Destruction...Destruction is what makes life worth living! Destroy! Destroy! Destroy! Let’s destroy everything!
does more than just tell a straightforward story about a hero
or heroine and the journey to success. Video games allow for a story that can break out of the traditional formats, to the point
of a minimalistic experience that would be difficult to present on
film. As an active participant in the world, and through ambient storytelling or participating in the world at large a person can
feel they are part of the story, instead of a passive observer of it. Still, there is something incredibly appealing to how story is
presented in the Uncharted games. Written by Amy Hennig, the
(Final Fantasy 6, 1994) Final Fantasy 6 is a dark game, full of complex themes of loss,
suffering and centers around the total destruction of civilization. Many games deal with death and destruction, but few delve into
the pathos seen within the tragedy of the characters of Final Fantasy 6.
are seeing through the eyes of the protagonist, but storytelling in
One loses his whole family, another, her place and
station in life, and yet another loses everything she ever knew or held dear. Final Fantasy 6 accomplished something amazing by mixing tragedy with joy, by fleshing out the characters and their hopes and dreams, and by letting the player explore and interact with a populace who change as the story progresses. The best
thing a player can experience is seeing that their actions have impact on the world at large, and the story and world they are
part of changes with their perception of it. Even a linear story
Uncharted games present a scope and scale of story that mix
high octane action with Legend of Zelda style puzzles (Just donʼt
call it platforming.) Where Uncharted really shines is the use of secondary characters as a foil, or reflection of Drakeʼs personality,
helping to hide the fact that Drake does not change, and he is
actually quite the tragic character. Uncharted presents an in your face scripted story, but that doesnʼt have to be the only way to do it. A game like Shadow of the Colossus by Team Ico simply
tasks you with a job, to kill the colossi, and the repercussions of
this choice are shown as the game progresses. It doesnʼt need
hundreds of lines of dialogue to tell the story, the movements of the characters, the world, and how they all change does that.
can create this, as the playerʼs actions as the primary characters
INTERACTIVITY
about the made up mythology, people, economics, nations and a
Ray McCoy: You wake up one day and find it’s all been a dream or you wake up and discover you’ve been asleep all the time and the nightmare is real. I didn’t know what it was. I didn’t know what I was. A cop dangling on the short end of a stick or a Replicant who’s memory banks had run out.
change the world. A created world can have legions of text hundred bits of information, but unless it changes with the player, they will not remember it.
NARRATIVE Nathan Drake: Y’know, people are always telling me how lucky I am. But the truth is, everything I touch turns to shit. (Uncharted 2: Among Thieves, 2009)
(Blade Runner, 1997) Interactivity is the principal thing that creates the difference
between film and games. As a passive observer of a show or movie, the watcher cannot impact the story, world or characters;
all they can do is wait for it to be unfolded to them… for better
or for worse. While many games follow this format of telling a linear story to the player, controlling the principal characters it
gives the player an interactive element. One of the finest examples of a living and breathing world with intense levels of interactivity Story in games can be a difficult beast to tame. The modern way of telling story has been coming closer to having the player
part of an interactive movie, a linear series of places and events where while the player controls the protagonist, they sit as an
observer for the most part. Third Person shooters, of the Gears of War, Uncharted and other varieties place you almost as the God
Over the Shoulder, pulling puppet strings on your character, but
still remaining relatively passive. First person shooters put the
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was Blade Runner, by Westwood Studios, set in the same world as the film, but telling a separate story. Blade Runner is a point and click puzzle game for the most part, with the player taking the role of Ray McCoy, a rookie cop investigating the murder of the
owner of a pet store, and remaining species of actual animals. The
interactive elements of the game allow the player to customize the story in a multitude of ways: how to investigate, how to react to
and interrogate suspects, where to go to investigate (As the game happens in real time), and who you choose to “retire”. The result
game design | story
is a game that has thirteen different endings, some significantly different, determined by the choices the player made.
True interactivity in games is an area that has still not been fully explored. Blade Runner managed a very good approximation, but
due to poor sales of that title, there hasnʼt been much in the way of other games produced in real time with an investigative
element. Many games give the player a depth of choices to make which do impact the world: Mass Effect, The Witcher and L.A. Noire are all good examples, but allowing players to shape the
story as they play it is not something that has been seen in a widespread scale.
STORYTELLING Rucks: Proper stories supposed to start at the beginning. Ain’t so simple with this one. (Bastion, 2011)
One of the major advantages that a game has over traditional
a way many players do not consciously notice. The best form of
While many television shows utilize a narrator to allow the
that created a unified, memorable experience. Narrative style can
filmed media is the ability to change its narrative presentation.
audience to see inside the head of the characters, they cannot use it as a principal storytelling method, as was the case in Supergiantʼs Bastion. As a story being told from the end, with the
narrator commenting it allowed for a unique perspective on what could be considered an old form of storytelling. With over three
thousand lines of dialogue, the narrator could pinpoint specific
actions made by the player, giving them the feeling they were helping to craft the story.
Dear Esther is another game that utilizes a narrator, but one that is
reciting a story unconnected with the playerʼs actions. Developed
ambient storytelling has a distinct flavor, a meshing on all levels be radically diverse and effective in games, as long as players have the chance to explore and appreciate it.
WHAT CAN A WRITER LEARN… AND HOW TO USE IT.
The Nameless One: At what point does the I get separated from the we? At what point am I freed of the shackles of the actions of these other incarnations? At what point am I allowed to be me, without the weight of these past lives?
as a tech demo, Dear Esther is entirely exploration based with
(Planescape:Torment, 1999)
story is highlighted by the desolate landscape of the island the
What can a writer learn from looking at all the milestones of
explore, there is very little other gameplay. A passive experience,
interactive stores and diverse narrative structure… while they
little to no action besides the dialogue. The experience of the
player is marooned upon, but besides being able to walk and
it still does something unique to gaming, leading the player while feeding them the story.
Ambient storytelling is something both Bastion and Dear Esther use, improving the game experience through the atmosphere
of the world. One of the best uses of ambient storytelling is in Bioshock, the Ayn Rand inspired first person shooter. While Bioshock contains many traditional game storytelling methods, there is a wealth of world creation done on a passive, ambient
scale. The way characters speak; level design, music, atmosphere and set decoration all richly improve the experience in Rapture, in
narrative in gaming?
Dynamic worlds, evolving characters,
all sound like what be standard in every game, writers will give themselves an aneurysm if they try.
The strongest narratively
focused games pick one or two off the list and refine them to a level that they improve the quality of the others. Great characters
help a world, which helps story. Dynamic worlds helps interactivity. Interactivity helps story, which pulls a player into a game, and a
diverse and unique narrative structure helps everything. Where a writer gets started is to remember that they are working with an entirely different narrative form than scripted film and television. Characters and worlds can change more readily in games, and within that change lies a better story.
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