The Boss of World 1: The Catterpilar. Design and prototype of the game took somewhere around 7 hours, from concept to finished prototype. Took a few iterations to get to the final prototype, mainly due to simplifying the ai for the boss. To defeat the boss, you need to use the grow/shrink mechanic in a different way.
woensdag 26 mei 2010
vrijdag 21 mei 2010
Audio Development Tilium
As promised here are the audio clips for Tilium. Erik Dost, our audio composer and sound designer made all of these. I'll start off with the melody. It was in my head for a while and figured out that it could be used for Tilium. I sang the melody to Erik. The general idea of the melody is that it should be a recurring theme during the game. It can be played slow for moody moments, and fast for adventurous moments. This melody will be played on a music box as well and we are creating it live at the moment.
And this is what Erik made of my squeaky voice, using only one hand cause was under the knife a few days before.
To give you a better feel of the audio of the game, this is what Erik made as a "moodboard" for the intro of the game. Please note that Erik hasn't seen anything from the game up until this point and had to rely on what we told him. Great Job! Skip to about 30 seconds where the music starts if you like, the first 30 are environmental sound from the city.
Erik also made the finale for the game, but I haven't got the time to make a movieclip for it. You can watch the prototype and skip to the train part to hear it.
And this is what Erik made of my squeaky voice, using only one hand cause was under the knife a few days before.
To give you a better feel of the audio of the game, this is what Erik made as a "moodboard" for the intro of the game. Please note that Erik hasn't seen anything from the game up until this point and had to rely on what we told him. Great Job! Skip to about 30 seconds where the music starts if you like, the first 30 are environmental sound from the city.
Erik also made the finale for the game, but I haven't got the time to make a movieclip for it. You can watch the prototype and skip to the train part to hear it.
donderdag 20 mei 2010
First prototype Tilium
This Tuesday we finished the prototype after a 13 hour session to finish it regarding the requirements. This prototype was build in vife weeks.
zondag 9 mei 2010
Paper Prototypes World 1
Luckily this game is ideal for paper prototyping. We had created some first levels of world 1 with it and had some great fun doing so! Everyone in the team got the idea straight away and didn't need any explanation beforehand, and we all had some good ideas and even created a what-the-fuck-mechanic! The wtf mechanic is not used to complete the level, but if the player finds out how it works he will be rewarded with a yummyberry! I'll give you a hint. In this level, the top half of the screen is above ground. The lower half is underground. The yummyberry is inside an icecube/flower.
First look Leon 3d
Jeffry made his final adjustments on the character and these are the results of it.
Itteration towards final model
The final model doesn't differ much from the first one. The model itself was spot on, only details have been adjusted towards some feedback.- eyebrows less detailed because when zoomed they look gray
- Skin tone is lighter, nose a bit reddish
- Shine removed from skin
- Hair less detailed
zaterdag 8 mei 2010
Character concept art and development
The artist of the game, Twan van Dooren, first tackled the design of our main character Leon. The design of the character was challenging because he had to be recognizable in game where he is really small on screen, as well as in a close up animation of a video. This is what he first came up with and what the final product is, and whatwe as a team all agreed upon as a great main character. All the props for this go out to Twan! Well done!
And so Twan created the final concept art of Leon which Jeffrey will be modelling. This is the final result;
The younger version of Leon is still in development but these are the first sketches. The younger version will be used in the game as his duplicate. The young Leon was the happy little boy when he lived in the village before he went off to the city.
Moodboards
The visual style of Tilium could best be compared with a game like Braid. It plays like a 2d game but will combine 2d and 3d art with much of the game's assets being painted. Here are some moodboards we created to get a better feeling of how the game should look and feel.
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