Category Archives: Video Game Art

Dreamblazers Devlog: Week of March 31, 2014

Last week’s achievements

* Sent round 2 art feedback for Astrid and round 3 for Autumn
* Added and tested ~260 more fashion effects
* Simplified mechanics of status effects (“real” status effects, e.g. Poisoned, Paralyzed, Asleep, Bound)
* Began prototyping status and equipment menus

Current focus

The status and equipment menus.

Sample stuff

Character design for Celty (click for larger)


Celty has the most playable time and screen time of any character and she’s finally done!

Weekly goals

* Finish layouts of the prototype status menu and equipment menu
* Send in art requirements for character portraits

Comments

At last the fashion effects foundation is virtually finished. The exact Style bonuses the effects give are subject to change if I find they need to be rebalanced, of course, but since at least the structure is in place, that’s a minor and easy adjustment. (Think of it like painting the door of a house versus building an entire house.) Over 300 fashion effects to check for and so far I’m not crashing the framework, which is amazing in and of itself. =)

I’ve gotten rolling with the menus. They seem like a simple thing on paper and I figured I’d plow through them. In a way, I was right; implementation isn’t difficult. The fine-tuning to maximize space and not look crowded nor empty, though, is the kind of stuff perfectionists could dwell on forever. Aiming to cut it off after at most a week!

Dreamblazers Devlog: Week of March 24, 2014

Last week’s achievements

* Finished setting up new computer
* Learned how to configure status menus
* Sent round 2 and 3 art feedback for Hikaru (now finished), round 4 for Celty (now awaiting final art), round 1 for Astrid, and round 2 for Kylie (now finished) and Autumn
* Restructured various fashion effects that were causing infinite loops

Current focus

The status menu followed by the equipment (fashion) system.

Sample stuff

Character design for Sylph Princess Kylie Verde and Cerulean Cleric Hikaru Wilder (click for larger)

Weekly goals

* Create the prototype status menu and equipment menu
* Give feedback on 100% of all art that comes in
* More rigorously test existing fashion effects
* Recheck equipment requirement system and possibly fashion effect requirement system
* Finish off implementation of the remaining fashion effects

Comments

Now that I’m fully up and running on my new computer, the fun has been doubled. : D And by “fun” I mean “speed at which I can change stuff” and by “doubled” I mean more like “quintupled.” And boy oh boy did I need it: I had a few fashion effects that consistently crashed Unity because of infinite loops, so tracking down which ones they were and why involved opening the program over a hundred times between Thursday and the end of Saturday since I was (purposefully) crashing it every few minutes.

Of course, the cause of the crashes came from an unexpected way and place, which is why I hadn’t been dealing with them until now… Since this took longer to unravel than if I’d caught them earlier, I’ll be doing more thorough testing of—well, of everything—than I had been before. I believe I can handle equipment requirements more intelligently than I have until now; fashion effects might be in the same boat, but it’ll take some digging on my part.

Looking really forward to this week, though. Last week was super satisfying despite the issues. =)

Arguing Whether Video Games Are Art Misses The Point

People insist that video games are or are not art based on the way they experience them. Those who call games art can approach them as art: they play for visuals, music, and atmosphere. Those who don’t call games art might distantly recognize that they contain art, but it’s negligible to their experience; they play for challenge, improvement, and self-expression. These types of gamers share in common that they play to experience emotions, but differ on which emotions: awe or satisfaction.

To put this another way: building a house requires thought, planning, and engineering; clear choice goes into the materials and colors of its walls, roof, and floor to achieve a specific look and feel. To the architect, a house may be art. To the home owner, a house is shelter, safety, and storage space.

Another comparison: a TV viewer might admire an Olympic ice skater’s performance as art, but the ice skater herself, in real time, fixates on execution. Until she’s completed each spin, jump, and twirl, it’s unlikely that she’ll view her own moves as art; she doesn’t have the time or concentration to spare for that. Not every game has the difficulty level of Olympic ice skating, of course, but gamers who don’t play for art and encounter an easy game can still take on the challenge of besting their own past selves.

First-time Super Metroid players might be playing art. Super Metroid speedrunners aren’t.

If anyone asks me whether games are art, I answer that it doesn’t matter. Games are what gamers experience—and those experiences come in all flavors.

May the Fear Be With You

Your average gamer doesn’t break a sweat upon seeing a Balrog in Moria; we’ve been slaying giants for so long that it might as well be a rabid bunny. There’s no sense of fear—not from appearance alone. Titles don’t convey power either; Dragon Quest VI features Mortamor, the King of Demons, but who shudders at his name without personally battling him? No one. Your average gamer hears “King of Demons” and says “Oh, please.” DQVI and Dragon Quest IX themselves make sure that he’s no big deal by introducing a bigger and badder dude who mocks the poor sap. Direct quote from DQIX describing one of the bonus bosses:

“Brutal bad-dream demon from another dimension. So strong that he makes Mortamor seem more like Snoretamore!”

Hey Dialga, can you work on your time control? You keep getting hit by the other trainer's attacks and it sure seems like Rayquaza and Lugia and Mewtwo and Mew and Latias and all kinds of other legendaries are faster than you. I'm almost starting to think the time control thing is the real legend here. Palkia can control space, but can it see why kids love Cinnamon Toast Crunch? Also, does this mean that it can shrink itself so that the living space inside a Poké Ball becomes gigantic relative to the Pokémon? That was a problem for the Genie in Aladdin, you know! You have to think about these kinds of things.
Dialga and Palkia may be capable of destroying the world, but breaking out of a tiny ball is a tough order.

After killing Death a dozen times in Castlevania and enslaving creatures who control time and space in Pokémon, we’re all Gimli from DM of the Rings. We see an elder dragon the size of a whale and our first thought isn’t “AAAHHH!!!” It’s more like “you’re going down” or “huh, pretty cool-looking dragon” or “I’ve seen better.” Or maybe it’s something else entirely.

So after I came back as a megastar who saved the village from the ultimate threat like the superhero I am, the first reporter who interviewed me asked what was going through my mind when I first saw the Ceadeus. Was I marveling that his teeth were taller than me, she asked, or was I worried about drowning before I could slice him up, she asked, or was I terrified of being crushed by the water pressure, she asked. No no no! Not at all! I was thinking that with the lack of underwater lighting and the way my photographer suddenly swam off to a distance, I couldn't properly show off my adorable new sandals. The girl from the guild 'recommended' them just before I left--well, I mean, I happened to see her wearing the cutest shoes and had to buy a pair for myself. You know how it goes. Or maybe you don't. I'm always on the lookout for new clothing to accentuate myself because I am, of course, the best picture of beauty on this planet. My legs are to kill for. My shoulders? Sublime. My eyes are amazing and my form--just divine! My arms are toned and impressive; my hands are pure grace. My hair is finer than silk, the only touch worthy of my face. But even with the quintessence of cute right before him and even with his camera zoomed in all the way, my photographer wouldn't come close enough to get the right shots. It just ruined every photo op. This was the best picture we got, which is kind of sad, and--oh, what's that? The Ceadeus? Oh, him. He was a pushover for me. You should know by now! I'm unstoppable. Simply unstoppable. Now, let me tell you about the most perfectly photogenic, spectacularly stylish sword and shield I've ever seen...

A monster hunter takes a dive in her best swimsuit only to swim across the Ceadeus. Not pictured: shortly afterward, she shrugged and continued enjoying her tropical vacation.

A monster can be memorable simply for its size, but imposing fear on players requires substance. Just like movies, stories, and plays teach the audience what to expect as they go along—a comedy usually opens with humor and makes minimal use of dramatic moments; a drama does the opposite—the challenge in a game directs players’ expectations. A monster’s real fear factor is rooted in gameplay.

You're brave enough to keep reading. I can see it in your eyes.

Ten Breeds of Memorable and Immortal 2D Sprites (part 2)

6. Beastly Screen-filling Sprites

Long before Shadow of the Colossus and Monster Hunter, 2D game developers understood the power of monsters too big to be contained in a TV. After the player grows used to smaller enemies, a large one leaves an impression.

EarthBound proves that enormous enemies don’t even need to look especially threatening:


Developers typically save this technique for late-game bosses, so I won’t ruin the surprise by directly showing some of my favorites, but other examples of capital-sized enemies include Secret of Mana, EarthBound, Chrono Trigger, and Mother 3. The Etrian Odyssey series has also taken this idea to another level, but I’ll reserve that for another day—and a post to itself!

One major series that doesn’t take full advantage is Pokémon. The third and fourth generations of games, Ruby and Sapphire and Diamond and Pearl, had a cool Pokédex feature comparing the height scale of a human with any Pokémon the player had caught to demonstrate how small a Diglett or how large a Wailord is, but during battles, size differences only show in the home console games. In the main portable games, almost every fully-evolved monster looks about the same size as any other, whether it’s the fourteen-foot-tall creator of the oceans or a dancing 4’11” Mexican pineapple duck.

We know that Kyogre doesn't like Groudon too much, forcing Rayquaza to step in and stop the two of them from destroying the world, but what happens when Kyogre swims around the ocean it created and runs into Lugia, the guardian of the seas? If Kyogre assigned that role to Lugia, maybe they hang out together. If Lugia took on that role without being commissioned, does Kyogre have a problem with it? Ever thought about that? Ludicolo is a ridiculous design if there ever was one, though that's part of why I love it. More of why I love it is for being the underdog who's destroyed most Kyogre movesets since 2002.

The appearance of a legendary Pokémon could inspire awe if drawn to scale, so this could be considered a missed opportunity. Still, the sale of 215 million games makes it obvious that players already love Pokémon and its artwork to death (and I’m one of them), so maybe leaving well enough alone is for the best. If nothing else, the absence of visible size differences helps convey that most Pokémon can contribute to a victory under the right circumstances.

The final four await!