Game Dev in Motion? Dead West developer diary? Whatever... this week, we've done something a little different for #idevblogaday -- we made a video blog in answer to a question Markus Nigrin asked on twitter: "Anybody know a 2D game where you move in a pseudo 3D screen?" We do, as it turns out: Dead West, the title we're actively working on.
In it we cover wrangling perspective and the use of 3D-like environments for our upcoming 2d, action-strategy iPad game, Dead West. See below for a further breakdown of contents.
We demonstrate most of what we're talking about with work-in-progress level backgrounds from various stages of development. It features some of the current versions of actual in-game levels -- not 100% polished, but certainly 90% of the way there.
Amongst other topics, we cover:
- Hinting and suggestion issues in design -- if you know what the thing is supposed to be, it's difficult to objectively assess it
- Use of palette
- The history of artwork development as it spans from pre-Retina display single screen art at 320x480 to multiple iPad screens spanning 7680x1024
- Our experience of trying to build an asset library -- and deciding not to in the end
- Explanation of the liberties we were able to take when twisting and manipulating perspective -- and the problems that caused between levels and settings
- Problems and tips for representing specific things, including:
- water
- trees
- hard edges
- depth
- candy floss
- elevation and slopes
- Iteraton between design & art -- how forcing a fixed perspective became reliant on the inter-dependencies between content design and art design
- Repeating artwork elements and brushesT
- Textures to show ground -- and not having holes in the earth
- Development layers in the art itself
We also start to talk about some of the level design itself -- and how that impacts on the art and art design.
All the artwork featured was produced in PhotoShop, and the video's full of hint-shaped nuggets for producing exactly this kind of art in PhotoShop.
The video also features early previews of some of the original score from Dead West.
Game Dev in Motion?
What do you think of the format? Let us know in the comments -- we're thinking about doing more.