In this post we will look at production of the cut-scenes for Shadow Puppeteer. It is written by Klas.
During the time on the Shadow Puppeteer I have been working on many different tasks concerning the graphics and animations through the game engine in real time. After a while you understand the benefits, but also the drawbacks of working in a game engine.
As talked about in earlier blogposts about “the character design of the Boy” and the
“History” of the game development, Shadow Puppeteer was a concept created for the
international competition “Dare to be Digital”.
We will now tell you about how it all started, what the early design ideas were and
we will even tell you a bit about our successes and failures.
This week we continue our series of posts where each member of the team write about one of their favourite games. Today’s post is by Stian.
If you are slightly insane you might ask yourself: “Is Stian a StarCraft fan”?
To that question I reply; is Zeratul born in the same year as Edvard Grieg’s Piano sonata op. 7 in E minor debuted?
Yes, yes he is.
Today’s post is by Marianne. If you haven’t already read «Concept Development: The Art of the Island Village», we suggest you do so. It describes the initial design process that formed the base for all of the worlds.
After establishng the look for the Island Village, Philip and I moved on to the Fishing Town. Also working with us was concept artist Ørjan. We discussed how the people of the Fishing Town would differ from the Island villagers, while finding images for inspiration.