Dung Developer Diary - Part Two
Dung Developer Diary - Part Two
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Last week we had Prototyping - this week Kynan is back with part two of the developer diary - Character Development and Design. Read on to see.
Part 2: Character Development and Design Character Design The next step was to 'skin' the basic physics engine and to turn Dung into a full-fledged game. Concept art for the main character (Dudley) was created by a specialty studio, while our programmers, animators and designers honed the game’s mechanic and its overall look and feel.
I like the body shape of number 1, but the cute look of number 3. We also tried adding some accessories.
He is much cuter now. Number 3 looks the best. I don’t like the hats or glasses.
I'm not big on the ‘Ming the Merciless’ headgear he’s wearing. Let’s try a bit of an adventurer’s look.
I feel sorry for him now. He looks a bit old and sick. Brighten up the colours and get rid of his walking stick.
After additional refinements to his colour and his eyes, and adding a couple of stray hairs on his head, we decided on the final version of the little guy. Stay tuned for the release of the game when we reveal Dudley in his final form. Environment Design As Dudley progresses through the game, he explores a variety of environments, each of which features a distinctive background and unique challenges. We started by sketching out some ideas that might inform the feel of the game.
These sketches helped us find the kind of view point and elements we liked. We then tested these elements in different styles to reinforce the differing themes. Below, you can see that the artists at Firemint tested many different styles, ranging from representational to semi-abstract.
We then selected our favourite backgrounds, which were tested in game prototypes for suitability during gameplay. Some of the styles were problematic because of the possible confusion between gameplay elements and backgrounds - this meant further refinement until we had a style we liked that suited the gameplay. We then created all the backgrounds in the game based on that style definition. Interface elements were added to the head-up display, or HUD, and the icons were designed and iterated (and, in some cases, animated) to create a more dynamic and entertaining game experience.
An early level mockup with HUD
Early icon iterations A map was introduced to help orient players and add richness and depth to the game, while audio assets followed a parallel development path -- the music and sound effects were created as finalised designs neared completion.
One version of the map The game development process is evolutionary and iterative, with many elements undergoing almost continuous technical and artistic refinement until the desired results are achieved. But "Aha!" moments occur frequently, and designers have to remain open to unexpected and often fortuitous discoveries that can sometimes make the difference between an ordinary game and one that is extraordinary. In Part 3 - Testing and QA processes!
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