Posts tagged Art Department

azrael_headcon

A quick update on Emerald Kingdom & StoryTeller

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We have props…

Props in storyteller. The RGB lines delineate the iso boundaries.

We have animations…

StoryTeller's animation importer and editor

We have our item editor…

StoryTeller's Item Editor. It's pretty straightforward.

Finally, we also now have areas…

Areas let us define custom events, sounds and ..... other surprises!

But, wait…there’s more. Two tabs in StoryTeller have yet to make an appearance. (Can you guess what they are?) While those are being worked on…the main focus right now is the alpha client, which is in full swing. Additionally, Xaphan and Uriel are burning the midnight oil on the actual beta artwork painting. What you see in this is not even the final artwork…we consider this rough work. We’ve been using what you see for internal test work.

If you have not already done so, now is the time to head over to the Emerald Kingdom website to sign up for Alpha testing. It’s rapidly approaching. While we have been collecting names for some time…we have not selected the initial tester list.

azrael_headcon

How stuff is designed here…

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One of the things we have been trying to do in producing Emerald Kingdom: being open about some or most of our process. Sure, we have done things like Open Source our server, and we have talked in the past about features and things planned for Emerald Kingdom.

Today I want to talk to you a bit about how things get designed for Emerald Kingdom. I am going to focus today on Code and Art.

You can learn how “industry standards” work, or how workflow happens in most offices. But one of the things we try to do is keep the process open to change up until the very last moments before something becomes “final”. This gives us a very specific advantage in some ways…our stuff is almost always in a “revision state” until we stick it in Storyteller, or on our game wiki. Despite this method, we manage to avoid things like feature creep in code, ridiculous changes to artwork, and having to redo animation processes. Why? Because we have some really professional and smart folks here who take quality very seriously. Another big one? Double Cluepon is a close knit group. Very close. While we like to have fun, we’re also highly disciplined in our various core competencies. We all have a deep respect for each others area of expertise. It’s why an artist can tell a producer “no”. It’s why a writer can pan on a story idea. It’s why a floater can suggest new methods of producing props.

We also do this without boring the hell out of each other with constant daily meetings.

But, on to the show. I’ll start with code:

Believe it or not, on some levels…designing what happens is more about question and answer sessions, to flesh out a specification. In the spec for Emerald Kingdom, Server, StoryTeller and Client….we obviously have “items” on there. We even flesh it out with English; “Characters can hold items in a bank or inventory”. To a person actually writing the code…this is about as useful as bucket with a hole in it. The developers need to know what an item is, and even just as importantly…what an item is not. You might think your +10 sword of pastrami slicing is badass. You have no idea how many attributes it has behind the scenes. Developers need to know things like:

  • What are the initial properties? (which also in and of themselves need to be defined!): Are they Wooden? Do they have Edge? Fire, Ice, Stone? Sharp, Dull, Rusty?
  • Are they used in creating some other thing?
  • Does this existence of this change something else?
  • Is the item defensive or offensive?
  • Is the item usable?
  • What is the base cost of the item?
  • Is the item equippable? (just because something is usable, does not mean you can necessarily equip it)

Once they have all the information they need for something most players consider trivial, or standard…like items, they go off, and start working on the code. They add some tables/rows to the db to accommodate this new piece of functionality. Then, it has to be tested, and tweaked. Etc. But, even while we test or play with the functions…we either get clarification on what we feel does not work, or we suggest something and play around with it in discussion to make sure it’s elegant. The number one rule: elegant solutions are the prime mover. We never care who’s idea it is, as long as it solves the problem neatly, and with some innovative or novel thinking. There’s even a balance equation there as well, just because something seems slick does not always mean it’s the best way to do something.

Code at Double Cluepon is really all about group specification writing. As a producer, it’s my job to translate between the various native dialects. I explain to the artists what the programmers are trying to say, I act as a go between for the writers and the developers on the story system. It’s actually a great deal of work, but it’s also a great deal of fun too.

With the Art Department, it’s another kettle of fish entirely.

Designing Thrynity was all about finding references.

With the Art Department, there are two very distinct stages. There is the concept, and design stage. This is where we get to dream up how the world will look. How it will feel. Then there is the production stage: turning the pretty concepts into assets, animations, and pretty in game things. I’m going to focus today on the first stage, and touch on the second.

When something needs to be designed, or conceptualized….I don’t leave it to chance. I, or the person requesting studio work try to work very closely with Uriel. Literally. The first step in this, is learning how not to waste hers, or any other artists’ time. You can do this very simply: research what you want! A talented and trained artist can take references and pictures…even something torn out of a magazine with a circle around the desired feature…and transform it into a whole from the parts you bring them.

How did I want Thrynity (or for that matter, any of the Sprites…) designed? I’ll tell you: I went looking for references. I found a picture of a girl with a beret on. I found a girl with hair I liked/wanted for the character. I found several pictures of girls with the facial features I felt would work for the character I envisioned in my minds eye.

I then took these references, and my own ideas I could not get from references and sat down with Uriel. She then started a very rough sketch of Thrynity. I nixed some things, and told her to run with others. With the references in hand, I told Uriel I wanted something of a more stylish looking skater girl, who exuded a great deal of attitude…and you could tell by looking at her.

I got exactly what I asked for. But I think one of the things that’s important to point out here is, during the design process, Uriel has the right to come out and tell me “no”. When she does, she always has a reason for doing so. She’s a professional artist, and it would make no sense whatsoever to not listen to a person trained in the profession. If you are not going to listen to people who are trained for their core competency, and you just want to bark out orders…you’re not going to be an effective manager, producer or game designer.

Not all of the concepts are designed this way, a good example of this are the Gremmies. Believe it or not, the Gremmies were designed from doodles, and an extreme case of Uriel being over-tired.

When we get concepts done for things like clothes, or body models…the base parts of it are drawn out, handed to Caelum for pathing in Illustrator, and then handed to Sandalphon for animating. For things like buildings and props…Caelum takes a flat drawing, runs them through Maya, does a render…and then we take both the isometric angles we need from the render. Uriel then paints these.

But, even the artists get to contribute to things like code too. The animation editor in StoryTeller? Sandalphon has had a hand in how it looks and how it works. She had to work with Raguel on things like, whether or not we would use sprite sheets, animation timing, offsets, etc.

In closing, 75% of the stuff we do here is centered around design. We take it very seriously. We love cool stuff as much as you do. We could have settled for shiny stuff you see in facebook or flash games…but, it was not going to cut it. Not for us. Not for you. We have even delayed decisions in some cases, in order to ask the public what they think. We honestly just care that much. It’s why we try to encourage people to poke us, ask questions, point things out.

azrael_headcon

Happenings, stuffs and things…

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Another late night for me at the office. Problem is, Gremmie's are not conducive to work. Also, keeping them away from markers = crucial.

It’s been awhile since you’ve heard from good old Azrael. Needless to say, I have just been a busy Gremmie stomping fool. A lot of great things have been happening here at Double Cluepon, and a great many hours have been put in as of late.

At the end of the day though, things are moving right along. Meetings and schedules are being tightened on a weekly basis now. It’s going to get a lot crazier still too. The good news is, the ball keeps moving forward.

One of the things I am seriously contemplating is doing “In Bed with the Producer” every couple weeks. I would be doing this via a live stream from this very blog. I would probably do this Saturdays, in the Afternoon. If you’re keen to see such a thing, where you can hang out, ask me questions about Emerald Kingdom, make suggestions…be sure to leave a comment on this post.-

But, let me tell you about a few of the cool, and not so cool things happening as of late:

Our blog was down part of Sunday due to a conflagration of update stupidity. We use the Mystique theme for WordPress. Mystique is a pretty rad theme, very configurable and very robust. Over the weekend Digital Nature released an update. For various reasons, some WordPress.org related, some Digital Nature related….upgrading broke the hell out of the blog. We wound up having to downgrade back to 2.4.7 from 3.0. It’s pretty unfortunate. We’re still deciding what we should do about this situation, as theme’s can get to be notoriously unstable as WordPress’ version increments. Right now, I am weighing forking the theme and rolling it into something custom for our use only. Alternatively, I could also set up a one off WordPress install with the new theme, and use it as a starting point to migrate changes to the production blog. One of the things I like about our blog is, how nice it looks, and how easy it has been (for the most part) to maintain. I really cast a dim view on disruption of any kind.

Castiel: Why no Mister Bond, I expect you to file these TPS reports!

Castiel, our new writer is trucking right along. She has been applying pen to paper furiously. Between her and I, the back story rewrite for Emerald Kingdom is flat out moving at a very acceptable speed. While some changes have been made, they have been for the better. I certainly didn’t think it was possible to add more intrigue to things, she has upped the ante on a few fronts. One of the things she specializes in is keeping a great balance between showing and telling. She is also pretty awesome when it comes to pacing. While the back story for Emerald Kingdom may get published at some point, in the context of our development the back story is more of our “Reference Tome” so to speak: in order to be able to write the In Game story, and keep the story moving at the frequency we want, we have to know how things got there. On this note, Castiel is astounding us with her ideas, and her plans. Her work in this regard is so incredibly crucial. Unlike a great many others, we do plan on episodic content. To do that, and do it well…you really need to keep a close eye on where you’ve been, where you are, and where you are going. We have a ways to go yet, but we have a better picture in our mind now.

Caelum: Yo dawg, we heard you like beards...

Another prime mover in the last month is Caelum. He’s currently on a triple workload. He has laid out a solid foundation for our sound effects library. By itself, that is quite a feat. But he has not stopped there. He and Uriel have also streamlined our process for prop creation, (buildings, accoutrements, etc) as well as trucking right along with getting the starter clothing pathed out for Sandalphon to add to game sprite animation. Sound wise, he’s been crisscrossing states in some cases to do field recording of sounds, cleaning them up, and then working with them to create a variety of sound effects for use in Emerald Kingdom. Prop wise? He gets a flat drawing from the Art Department which he then runs through Maya in order to give us plan renders…the advantage being we get every isometric view we need, without needing the art department to draw every view by hand. All in all, Caelum is really showing how much he cares, his attention to the little details results in more quality for the players. Quality for the players is paramount for us.

Because we’re also players.

Other things in the mix: the other things happening as of late is that we are making a number of changes currently, as well as planning for more changes in the next month or two. It’s all in preparation for Emerald Kingdom going to live testing. Here are some of the other things bring churned:

Elphie awaits!

We have recently put WireWorks up on its own page here at Double Cluepon. You can now play WireWorks anytime you want, at wireworks.doublecluepon.com. While we are not tracking the high scores, and we know there are some bugs that escaped notice…it should be noted that this version of WireWorks is the classic version. There’s a new version in pre-production. It will have many new features such as new parts to assemble boards with (capacitors, transistors, etc). It will also be the main labor puzzle for the Junkworks in Emerald Kingdom. While there will be new tiles/pieces bits and bobs to use one thing that will not be changing: the basics. You should practice now while you can!

Also, Elphie does not mind. She could use some company!

The Emerald Kingdom page has been updated! We have converted it to something more akin to a “Landing Page”. You can now sign up for early access to Emerald Kingdom, including Alpha/Beta testing. Please note that if you signed up for our mailing list updates you are already on the list for early access! You don’t need to sign up again. But, we definitely encourage you to tell your friends and spread the word! The more sign ups the better.

The Emerald Kingdom forums have actually had a minor address change. The forums are now available at their own (and now non re-directed) URL: http://forums.emeraldkingdom.com/ . You should make a note of this. Also, don’t be shy. If you have questions, we have answers! Be sure to bop on by and keep us on our toes!

Been to the conventions, such as Otakon? Do you have one of the new “Bitsy’s Bullets” shirts? How about a “Twin Perennial” shirt? Show us your pride! Send me (Azrael) a good picture(s) of you wearing the shirt. If you catch me on a good day, maybe I’ll send you something! I think we even have a coffee mug or two around. Sending me a picture is easy: kick me a link on Twitter (@ArchAzrael) or email me at: azrael AT doublecluepon DOT com.

That about wraps things up for now. As usual, from all of us here…we hope your summer thus far has been safe and fun.

Welcome to the new staff.

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Double Cluepon has added again to its numbers. We have added three new folks to the fold. Each of them brings their own unique stamp to what we are doing, and where we are going. So, let’s get down to it!

* Caelum: Caelum is our new Swiss army knife. Since coming aboard, he and Uriel have streamlined our prop production. But he also has proficiency when it comes to sound production. His primary project is well on its way: building the sound effects library for Emerald Kingdom. Between doing iso renders in Maya, and creating our catalog of sound he’s a busy little bee. You can find him on twitter too! (@CaelumDC)

* Zeruel: Our new creature designer. Zeruel has been creating a complete bestiary for Emerald Kingdom, from the ground up. When it comes to creating monsters and creatures, she has shown a zeal and aptitude not often seen. She has also been working to simplify some of the existing creatures, so as to make Sandalphon’s job easier.

* Castiel: Castiel is our new writing director. She has taken over all of the writing duties for Emerald Kingdom, and is plowing through current stuff while preparing to carry the ball over the goal line. Castiel comes to us highly recommended, and we look forward to not only the the final rewrite of the main piece of story…where it goes from there.

So, you know. Let’s give them all a big welcome.They have all received their orientation, and their complimentary straightjacket. =)

 

Our initial town layout test. Bolton.

More stuff to consume.

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So, a number of little things to eat up.

1) Dylan McHugh, an aspiring journalista, interviewed us last week, and has now produced an article about what a bunch of crazy people we are.

2) Uriel has released some concept art of our bedeckery twins. Smarm does not even begin to cover it.

3) Jocelyn did some work on one of our T-Shirt designs last night on LiveStream. You can see how it’s going so far over on our forums.

4) We actually made a regular blog post yesterday for a change. It’s about Gamification. You should give it a whirl.

 

And, as if you needed a bit more…for those who have not seen, or if you have not been keeping track:

Our initial town layout test. Bolton.

So, never fear. We’re going, we’re going. As usual, if you have questions, comments or concerns we encourage you to leave them here, but we really encourage you to head over to our forums, make an account and get involved.

 

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