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Showing posts with the label level design

Adding more depth to 2D levels using scissor rectangles

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While creating levels for Awesomenauts and Swords & Soldiers 2 our artists often struggled with how to create more depth. All those background elements from one area would slide into view in other parts of the level, limiting how deep the backgrounds could be. For the Starstorm level in Awesomenauts I've added a trick to our editors that solves this problem: scissor rectangles. It's a neat little trick that not only makes Starstorm have backgrounds with much more depth, but also makes rendering them a lot more efficient. So let's have a look: what's the problem exactly, and how do scissor rectangles solve it? In a purely 2D game like Awesomenauts there's no real perspective: backgrounds are just a lot of 2D textures. As the camera moves all those layers move at different speeds to suggest depth. Traditionally in games that's called parallaxing . From a technical perspective that's basically all there is to 'perspective' and 'distance' i...

Making gameplay stand out against rich backgrounds

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Good game graphics are not just about being pretty. Equally important is that they communicate well. The richer and more detailed a visual style becomes, the more difficult it is to communicate gameplay clearly. With the amount of detail and variation we wanted in Swords & Soldiers II it was a challenge to make the units, spells and other gameplay objects pop out against the colourful backgrounds. Today I would like to show the tricks our artists used to make this work. The reason this is important is that otherwise it would not be clear which objects are interactive and which are not. For example, is a tree a wall that I cannot pass through, or just a backdrop that has no effect on the gameplay? Ideally these kinds of things are immediately and intuitively clear to the player, without requiring any explanation. Our new game Swords & Soldiers II launches on Wii U on May 21st. The easiest way to achieve visual clarity is to not have any backgrounds or effects. Just a flat-colou...

The level art tools for Swords & Soldiers II

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For our new game Swords & Soldiers II (coming to Wii U on May 21st!) we wanted to create detailed and varied levels. Because of the number of maps and their large size we needed art tools that provide a lot of automation to be able to populate them quickly. At the same time we wanted to allow customisation and control over the details to create unique, designed places. Today I would like to show the tools that Ronimo programmer Machiel van Hooren developed for our artists. Check especially the awesome demo video at the end! Our starting point was the level editing tools we made for Awesomenauts . Those are very flexible and not tied to a single game, so we could pretty much use all of them directly in Swords & Soldiers II. However, the shape of the levels in Swords & Soldiers II is very different: the Awesomenauts tools are built around rectangular boxes, not curving landscapes. Nevertheless they provided a really strong beginning. I made a short video montage about the A...

The downsides of gameplay variety

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An important goal in the game design of Swords & Soldiers , Awesomenauts and Swords & Soldiers II is gameplay variety. We try to make all the classes, units and factions play and feel as differently is possible. This makes it more fun to try them all and allows for much more interesting and varied tactics than if everything feels the same. It seems quite obvious that a game gets better if more diversity is added, as long as you have the budget to do so and it does not take away from the core vision. However, there are some serious downsides that are not as obvious. Adding more diversity can hurt many different aspects of a game, as I will explain in this blogpost. When striving for variety it is important to be aware of the trade-offs. It does not mean that you should avoid diverse mechanics, far from it: it is a key element of the games we make at Ronimo ! But consider the consequences before blindly adding variety. A great example of such trade-offs can be found in the move...

Using 2D daylight assets to create a night level

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Changing the lighting in hand-drawn art is a challenge. While in 3D games you can simply modify the light, there is no such thing when using 2D assets. In our new game Swords & Soldiers II all the level assets have their lighting drawn in. Of course you can ask the artist the redraw the image with different lighting, but that costs a lot of additional time and texture memory. We managed to re-use our daylight textures to create convincing nighttime levels, so today I would like to explain the tricks used to achieve that goal. Today's post is all about the artistry of Ronimo artist Ralph Rademakers. He uses images drawn by Adam Daroszewski* and Gijs Hermans to decorate the levels in Swords & Soldiers II. Ralph keeps surprising me with the unexpected tricks he manages to pull off with our internal tools . *By the way, note that Adam works as a freelancer these days. He drew most of the level props in this post and you can see some more of his amazing work here . There is ba...

Evolving level art from Swords & Soldiers 1 to 2

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In Swords & Soldiers 2 we are stepping up the quality of everything compared to the original. Level art is one of the areas where we are improving the game a lot. With our improved tools we can make them look a lot more detailed and varied. We also approach level art in a very different way now. Today I would like to discuss how the approaches in both games differ and why we switched to different techniques. In the original Swords & Soldiers the levels were mostly procedurally generated. The only parts that were placed by hand were the ground itself and the small props on it, like grass and flowers. The foreground and background layers were randomly filled with objects. Since this is essentially a 1D game I simply wrote an algorithm that placed mountains (or trees, or houses) at varying distances from each other. Each layer had a bunch of different textures and settings for how densely it should be filled with objects. There are many arguments in favour of procedurally placing...

Concept art can be raw: early designs for AI Station

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When people think of concept art, they usually think of the super slick artworks that AAA games release as part of their marketing. However, making such perfected art takes a lot of time and is very inefficient when the goal is to explore many concepts. Today I would like to show the concept art that our artists made for the map AI Station 404 in Awesomenauts , as it is an excellent example of how rough real concept art can be. click for high resolution A couple of months ago I was at a presentation at the Control Conference where concept artist James Daly showed their concept art for one of the Transformers games. Every image looked mindblowingly awesome (have for some examples a look at this , this and this ), but in a sense this is also weird: it seemed like concept artists only make superbly detailed and shaded paintings. Presentations like that give the impression that that is how concept art works, but in practice making such high quality art is highly inefficient. The goal of ...