I HATE US!
Is almost an anagram for "HIATUS", which is what I've been on... blogging-wise anyway. All this time off has given me the opportunity to get some work done... on my videogame.
I've set up a website, we've recruited an animator and a programmer, and been busy little elves tackling the numerous problems associated with developing a videogame while coordinating things from halfway across the globe. If you get a chance please check the website out, I'm sorta proud of of the logo which I designed, there's not a lotta content up just yet, but it will be updated periodically as development progresses.
In other news, I just (like yesterday) started work on my exhibition (and MCA grad school portfolio) pieces. Here's the first WIP image. It's almost done but I'm putting it aside to work on a second piece, get some distance and then come back to.
Oh yeah, this piece is 30x36 or thereabouts. My original plan was to have the fellow on the wall speaking in a comic book style speech bubble, when I come back to it I'll see if I can make that work, I wasn't pleased with the initial results.
I've set up a website, we've recruited an animator and a programmer, and been busy little elves tackling the numerous problems associated with developing a videogame while coordinating things from halfway across the globe. If you get a chance please check the website out, I'm sorta proud of of the logo which I designed, there's not a lotta content up just yet, but it will be updated periodically as development progresses.
In other news, I just (like yesterday) started work on my exhibition (and MCA grad school portfolio) pieces. Here's the first WIP image. It's almost done but I'm putting it aside to work on a second piece, get some distance and then come back to.
Oh yeah, this piece is 30x36 or thereabouts. My original plan was to have the fellow on the wall speaking in a comic book style speech bubble, when I come back to it I'll see if I can make that work, I wasn't pleased with the initial results.
How games are made.
Awright perhaps the title is a bit misleading. It should read "how this game is being made", since the actual process for developing a videogame these days is monumentally complex and not quite as straight to the point as the process I'm outlining below:
STEP 1: Planning.
The story and gameplay (how the game er... plays) are hashed out at this stage. Everyone gets a foot in and it's a fun time filled with boundless optimism and wacky outside the box ideas.
STEP 2: Design.
The game designer gets to work, plotting out the overall flow of the entire game into a signle all encompassing flow chart. I can't show it to you here since it'd pretty much show you what you need to do to beat the game. Suffice to say it's pretty complex.
STEP 3: Design Part Deux.
Here the game designer starts designing each individual level one at a time. They look a bit like very simple blueprints. I've included an image below that should give you an idea...
Once the game designer is done he sends this image over to me for me to make it pretty...
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The game's art is produced with HD 1080p resolution in mind, so some of the maps are relatively high resolution, the one above for instance is actually over 4,000 pixels wide. It's a "hub map" which leads to other levels, levels that will eventually be between 10 and 20 times as large.
STEP 4: Well we haven't technically started step 4 just yet, but it involves music and animation. We're currently looking for an animator, but we've got some music (you can have a listen here).
STEP 5: Make lotsa munny. Well not really, but it'd be great no?
STEP 1: Planning.
The story and gameplay (how the game er... plays) are hashed out at this stage. Everyone gets a foot in and it's a fun time filled with boundless optimism and wacky outside the box ideas.
STEP 2: Design.
The game designer gets to work, plotting out the overall flow of the entire game into a signle all encompassing flow chart. I can't show it to you here since it'd pretty much show you what you need to do to beat the game. Suffice to say it's pretty complex.
STEP 3: Design Part Deux.
Here the game designer starts designing each individual level one at a time. They look a bit like very simple blueprints. I've included an image below that should give you an idea...
The game's art is produced with HD 1080p resolution in mind, so some of the maps are relatively high resolution, the one above for instance is actually over 4,000 pixels wide. It's a "hub map" which leads to other levels, levels that will eventually be between 10 and 20 times as large.
STEP 4: Well we haven't technically started step 4 just yet, but it involves music and animation. We're currently looking for an animator, but we've got some music (you can have a listen here).
STEP 5: Make lotsa munny. Well not really, but it'd be great no?
Level 2 Artwork
Okay, so remember that Usher game I'm working on? Well here's an update. This is level 2, it follows the prologue level I linked to earlier and it's something of a "Hub" level rather than an actual gameplay level. It serves as a sort of landing point when you first start the game, and leads to a bunch of other levels. I'm still working on it, primarily detail work and some shadows left, but for the most part it's intact. I'm considering adding some hunting trophies :)
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