Behind the scenes (no pun intended)
May 20th, 2009Hi, it’s Dinga Bakaba again. Continuing on our tour at Wizarbox with the development team, I will now take you guys to the detailed actual process of making the scenes and the characters of the game. The bread and butter, for sure, but not always a piece of cake.
1) The Characters
The characters populate the game world. They can also be the player’s ego through the experience. Moreover, they are often the game’s identity, that’s why so many games are named after their protagonist (Gabriel Knight anyone?).
Jane has already told you about how much care you have to put as a writer to make the characters unique and loveable, especially in a story driven game. So a lot of care is put into giving those characters an appealing look and body.
The first step would be the technical character designs. In order to do that, we need to brainstorm a bit about how Jane created the character’s personality and how we can materialize a precise trait of character, etc. We were going to make a character model for Sam from the concept arts we presented you in the past. We now will show you how we develop Sam’s character design a little further by fine tuning characterization on her appearance so that it matches her edgy personality. While tweaking many things from a technical perspective, our main goal is to bring the visualization of the characters as close as possible to Jane’s imagination.
To that effect, a new design was made as well as a few expression drawings to get a better view on her character. Then, for the 3D modeling, the concept alone can’t suffice, so we accompanied it with a model sheet, as well as a very rough Z-brush model to serve as a basis for modeling.
And then, a few days later, voilà, the skilled artists made us a nice brand new model so that Samantha can have her new body. Hopefully, the body transfer is not (much) painful for our gifted street magician.
2) The Backgrounds
Ah, these things are a bit trickier. For an adventure game, they have a pretty heavy responsibility as they have several roles:
1) They are pure gameplay elements for lots of puzzles
2) They are the vector by which we navigate the game world
3) They shape our vision of the game’s universe
4) They are a reward for completing puzzles
I have already told you about the high level art direction on my last blog. Concretely, what we usually do, is a little meeting with the artists where I, as the inhouse game designer, basically inform them about what’s going on in the scene, what the main gameplay elements are, what story scenes take place in here, what’s the mood, is there an actual location and, if it’s the case will we make changes on that location and why, etc. We discuss, they give suggestions, on the fly drawings etc.
The next step is the rough sketch. When the artists are finished, we can discuss and sometimes makes adjustments etc., and when I’m cool with it gameplay wise, I submit it to Jane. She is behind all important decisions and gives us her views at many stages in the process.
After being approved by Jane, a 3D rough is done. It helps to straighten some perspectives, and to serve as a basis for the final 3D background in terms of proportions and all. It is way more useful than that actually, because it’s the actual geometry the characters will walk on, even if you can’t see it.
The artist then finishes the concept art, and after validation, the background is then ready to go to the 3D artists.
Once the skilled 3D artists start working on the modeling, we evaluate progressive Work in Progress versions on which we give detailed feedback all together.
And finally, the nice and shiny 3D model is ready.
A little touch of post process and the final voilà.
3) Game Design
The game design is obviously much less visual so I will keep it short here. Though the main design document (game bible) has been written by Jane long ago, there are still everyday design decisions to be taken to actually integrate the scenes into the actual gameplay. We have to make all the further, more detailed documents so that each member of the team has everything he or she needs to do his work.
A good example and one of the main tasks would obviously be doing the documents for the scripting team. They are the courageous folk who integrate the graphic assets into the game engine, they also make the choreography for the scenes, they make the objects and characters interactive etc. In order to do that, we have to provide them with a walkthrough of the scene first, which would be the step by step critical path. But more importantly we have to provide them with a detailed version of the game bible that is reformatted to show all the logical actions possible in the scene. They then translate that into the scripting language and after a bit of debugging, the scene is done.
There is a lot more stuff involved of course, but to be lengthy entails to be boring, so I will stop here. I hope this little tour in the studio was a pleasure for you guys, you are always welcome. And to show you that we are pleased to be your hosts, here is a bunch of work in progress pictures. Enjoy…















