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29 May 2010
Adrift: Released
We're finally letting our baby see the world! Adrift is ready for the public, and although there are still a few rough spots here and there, we're proud to present you with our first game prototype.
19 May 2010
Post Mortem: Adrift: Episode 01
Semester Games started as two students, a techie & an artist, discovering Unity and pounding out a game in 10 days for a show. From there, we started planning for the IGF and instead ended up directing a team of 20 in the first ever prototype production course at the Academy of Art University's School of Game Design. It was a hectic 15 weeks, spent largely in crash-production mode, which has undoubtedly shaved a few years off of our collective lifespan. However, with all the snags we've found along the way, we've learned to appreciate all the things we did right. For all the long nights and head scratching, this has been a massive educational experience for everyone involved.
WHAT WENT RIGHT
Sharing The Load - As a first project for the team and institution, The Island was a massive undertaking. A new team with an untested pipeline had us always running a million miles a minute, while being pulled in every direction. To shoulder all the chaos alone would have been murderous, but by using both our talents and energy, we were able to split up the stress. Sharing responsibility between Art Director & Tech Director allowed us to maintain some glimmer of sanity by focusing on our respective tasks, knowing the rest was taken care of. Trust is the name of the game, here.
Our Generous Host - Starting something new is always difficult, and it was a huge boon to be working with the AAU. The school was able to provide us with the facilities, software, and manpower to get us started. As a group of young people with no investors or start-up capitol, this was definitely the best way to go.
Simplicity Of Design - "The Island: Episode 01" was designed from the start to be just that: a first episode. We didn't want to tell an epic-length story, or make hours-worth of minigames; this was an introduction of our character & setting to the player, and of us to the world. We kept the story lighthearted and the visuals basic to ensure that we didn't get caught in the minutia of our lore, or in rendering the perfect specular highlight. For these purposes too, working in Unity 3D's middleware engine was a dream-come-true. It allowed us to forgo the labor pains, and jump straight into teaching the baby to walk. In a matter of weeks, our scripters with little-to-no background in programming were able to get up to speed and producing full functionality, with little more than the expected hiccups.
WHAT WENT WRONG
If We Only Had A Brain - A major setback for us was the lack of a designated producer. Having another leader whose sole responsibility was to oversee production would have been enormously helpful. Managing our respective teams kept our heads in the whirlwind of either art or code, which made it surprisingly impossible to step back, with clear vision and see the project as a whole. Its safe to say that we neither understood, nor appreciated the very unique skill set required to be a producer when we started, but boy do we know now!
"What happened? Where the heck am I?" - Telling our story has been a stumbling block the whole way through. The AAU has a large and robust animation department, from which most of the students in the School of Game Design transferred in. Because of that, we'd planned on using somewhat extensive pre-rendered cutscenes to tell our story and build the setting. However, for a number of reasons, (time constraints, mis-communication, and student attendance for starters) these videos never came to be. However, we'd never really considered a Plan B in this case, and found ourselves struggling to tell our story or provide character and perspective to the player. As these things go, we inevitably found a basic solution via a text overlay and scrolling storyboards, but our future projects will definitely approach the subject differently.
Style Police - Our team was largely comprised of Environmental 3D Artists, most of whom were specifically trained to work one way. Which would be great if that one was the same for all of them! However, the nature of working through the school meant that we had no influence over the backgrounds of the people that signed onto the project, which led to a lot of confusion with the art style and its interpretation. Creating an outdoor, organic environment was a huge issue, as it required a very unique way of thinking, which most of our team was unaccustomed to. We'd set out to make a semi-cartoon-inspired look and feel with hand-painted textures and thick, chunky models, but had a very harsh reality check when faced with the fact that most of our 3D modelers had very limited texturing experience, and virtually no painting experience. However, by the time we'd found all this out, we were already weeks into production, having taken time to introduce the project and getting to know our team, which was far too late into the 15 week schedule to make drastic changes to the art direction. Our simple and fun art direction, designed to save production time ended up causing more problems and needing far more re-education than we ever could have seen coming.
FINAL THOUGHTS
To wrap things up, lets get some perspective: our team of 20 students, with zero professional experience, met for 3 hours, once a week, for a 15 week semester. That means that in only 45 hours, we built an entire third-person adventure game including environmental interaction, minigames, three unique explorable areas, and a boss fight, from scratch. The visuals aren't quite where we'd hoped, the cutscenes didn't really happen, and some of the scripts could be massaged a bit, but for what we had to work with? We think we did alright!
WHAT WENT RIGHT
Sharing The Load - As a first project for the team and institution, The Island was a massive undertaking. A new team with an untested pipeline had us always running a million miles a minute, while being pulled in every direction. To shoulder all the chaos alone would have been murderous, but by using both our talents and energy, we were able to split up the stress. Sharing responsibility between Art Director & Tech Director allowed us to maintain some glimmer of sanity by focusing on our respective tasks, knowing the rest was taken care of. Trust is the name of the game, here.
Our Generous Host - Starting something new is always difficult, and it was a huge boon to be working with the AAU. The school was able to provide us with the facilities, software, and manpower to get us started. As a group of young people with no investors or start-up capitol, this was definitely the best way to go.
Simplicity Of Design - "The Island: Episode 01" was designed from the start to be just that: a first episode. We didn't want to tell an epic-length story, or make hours-worth of minigames; this was an introduction of our character & setting to the player, and of us to the world. We kept the story lighthearted and the visuals basic to ensure that we didn't get caught in the minutia of our lore, or in rendering the perfect specular highlight. For these purposes too, working in Unity 3D's middleware engine was a dream-come-true. It allowed us to forgo the labor pains, and jump straight into teaching the baby to walk. In a matter of weeks, our scripters with little-to-no background in programming were able to get up to speed and producing full functionality, with little more than the expected hiccups.
WHAT WENT WRONG
If We Only Had A Brain - A major setback for us was the lack of a designated producer. Having another leader whose sole responsibility was to oversee production would have been enormously helpful. Managing our respective teams kept our heads in the whirlwind of either art or code, which made it surprisingly impossible to step back, with clear vision and see the project as a whole. Its safe to say that we neither understood, nor appreciated the very unique skill set required to be a producer when we started, but boy do we know now!
"What happened? Where the heck am I?" - Telling our story has been a stumbling block the whole way through. The AAU has a large and robust animation department, from which most of the students in the School of Game Design transferred in. Because of that, we'd planned on using somewhat extensive pre-rendered cutscenes to tell our story and build the setting. However, for a number of reasons, (time constraints, mis-communication, and student attendance for starters) these videos never came to be. However, we'd never really considered a Plan B in this case, and found ourselves struggling to tell our story or provide character and perspective to the player. As these things go, we inevitably found a basic solution via a text overlay and scrolling storyboards, but our future projects will definitely approach the subject differently.
Style Police - Our team was largely comprised of Environmental 3D Artists, most of whom were specifically trained to work one way. Which would be great if that one was the same for all of them! However, the nature of working through the school meant that we had no influence over the backgrounds of the people that signed onto the project, which led to a lot of confusion with the art style and its interpretation. Creating an outdoor, organic environment was a huge issue, as it required a very unique way of thinking, which most of our team was unaccustomed to. We'd set out to make a semi-cartoon-inspired look and feel with hand-painted textures and thick, chunky models, but had a very harsh reality check when faced with the fact that most of our 3D modelers had very limited texturing experience, and virtually no painting experience. However, by the time we'd found all this out, we were already weeks into production, having taken time to introduce the project and getting to know our team, which was far too late into the 15 week schedule to make drastic changes to the art direction. Our simple and fun art direction, designed to save production time ended up causing more problems and needing far more re-education than we ever could have seen coming.
FINAL THOUGHTS
To wrap things up, lets get some perspective: our team of 20 students, with zero professional experience, met for 3 hours, once a week, for a 15 week semester. That means that in only 45 hours, we built an entire third-person adventure game including environmental interaction, minigames, three unique explorable areas, and a boss fight, from scratch. The visuals aren't quite where we'd hoped, the cutscenes didn't really happen, and some of the scripts could be massaged a bit, but for what we had to work with? We think we did alright!
26 March 2010
Progress: Showcase Build 03 (GDC)
The GDC Party was a great success! We had an awesome turnout, and the demo went over very well.
Tags:
build,
GDC,
island,
play,
preproduction
11 March 2010
Progress: Showcase Build 02
So are you ready to start playing Presently-Untitled-Island-Game-Episode-01? Game's far from finished, but we're excited, and you should be too! Check it out!
[NOTE: This is NOT the playable demo that will be revealed at our GDC Afterparty. Totally come to the party!!]
This is our second showcase build, and it features a bunch of finished models, a handfull of tile textures, and a sign for each team member's contribution. You can walk Big Boy Blue around and see a brief, blocky preview of what you can look forward to at GDC and more! This week we've been working on textures like mad, so, use your imagination for a couple days.
GDC!
It's GDC Week! Man, that went fast. Semester Games is hosting a party this weekend to celebrate our first playable prototype. There will be games, drinks, and people you want to meet! So come, meet us, meet pros, mingle, and play our game!
Remember that there's a 20 dollar door charge! No matter how much we like you, we can't make any exceptions. But yeah, if this is your first time hearing about it, come to the party and tell us you heard about it from the blog. It's gonna be a great time!
DeeJay
More, more! DeeJay is Ellie's pet, and an obstacle on Johnny's first mission. He's a sabertooth-tiger kitten, with a lot of spunk, and a mischievous attitude. It's unclear to Johnny at first how Ellie and DeeJay met, but they make quite a pair: their antics cause most of Johnny's predicaments along his journey.
Amelia Earhart would often refer to little "DeeJays" as the gremlins that lived in her plane's parts, causing trouble whenever something strange or inexplicable happened during preflight checks. This became a natural fit for a troublesome pet like Ellie's.
Tags:
concept art,
island,
JM,
preproduction,
turnaround
Lady Bits
Back again with more info and pretties for you! This week we're showing off Ellie, Johnny's buddy/partner/quest-giver/love-interest on the island. She's Amelia Earhart's daughter, and certainly inherited her mother's drive and determination, though with a slightly rebellious teenage disposition. She'll be the first human Johnny encounters on his adventure, and will ultimately become his primary companion.
Born on the island, Ellie's a strong survivalist, and is sturdier than she looks. She spends most of her time with her pet cat, Deejay, looking for excitement in their jungle paradise. Daughter of Amelia and Fred Noonan, she's named after the Lockheed Electra that they flew on their panultimate mission.
Tags:
concept art,
island,
JM,
preproduction,
turnaround
08 February 2010
A Hero Is Born
JM here. We did it! One week down, and Semester Games is officially official. We're all super excited to get into crash production mode, but like any game, we've got to start from the beginning.
So today I give you the first concept art turnaround of our first game's leading man, "Johnny," drawn by yours truly. He'll be the playable character in Episode 1, and will be faced with numerous challenges to overcome while trying to find his way home.
He's a pretty typical 20-25 year old guy, going on spring break from college. Bummer for him he ended up on a dangerous, uncharted desert island in the Bermuda Triangle!
I designed him, trying to make a fun, relatable guy who players can get invested in, while keeping him strong and sturdy enough to be believable during his semi-heroic feats.
Coming up next: Girls!
Tags:
concept art,
island,
JM,
preproduction,
turnaround
03 February 2010
Tour the Island
Today's the first official day of class! Very exciting, the coming weeks should be very busy but fun.
As more locations and events in the Island project are unveiled, I'll be sharing some of the concept art attached to those locales. First, here's the first beach Johnny lands on, at the start of the game. Beaches will act as a safe area for exploration where the player can relax a bit, in between missions.
The current art direction is stylized in color and form, though inspired by nature. We're definitely not attempting to make a photo-realistic game, but we want to maintain a suspension of disbelief. Much of the time this semester is going to be spent developing the lush nature of the jungle encroaching on the beach.
Tags:
beach,
concept art,
island,
JM,
preproduction
Semester Games, now with 100% more blog!
Here we'll be posting updates on our team's current progress.
Check back often for more!
Check back often for more!
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