Rays of light
Scanner Sombre [official site] is Introversion’s curious LIDAR-inspired exploration game. It caught my eye last year at Rezzed because it had such an unusual art style – the only thing close to it is A Light In Chorus and that does very different things with the specks of colour which make up its environments. In Scanner Sombre you use a scanning gun to reveal the world around you and to navigate its secrets.
A spectrum of colour helps you parse the terrain with bluer areas being far away and reds indicating what’s nearest. Yellows and greens mark out the middle ground. It’s an atmospheric game although it cleaves to a narrative I wasn’t particularly interested in. That said, it managed to get under my skin to the point where I quit out forever about halfway through because I was TOO SCARED. But the art style is the thing which drew me in and which continues to absolutely fascinate me. Chris Delay, one of the studio’s directors, was on hand to talk more so we delved into particle systems, maps and the secret mouse button function: Read the rest of this entry »
Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel. As a result there’s a lot in our Q&A which is actually just a touching account of a partnership/mentor/mentee relationship across two generations of a family which was nice to read. I particularly love the point about making sure people have a place where it’s safe to try and to fail. Beyond that we talked via the email questions and answers about the art of the game which has been the most personally satisfying for Dociu The Younger, how to keep an art style from looking dated in a living game and the relationship of concept art to in-game assets… Read the rest of this entry »
This week I’ve gone back to the Gifs Of Games Being Worked On thread and a few of the other ongoing art threads on the TIGSource forums so I’m including some new standouts below: Read the rest of this entry »
Palettes and pixels
Usually I gravitate towards the gifs of games in progress thread on the TIG Source forums but today I thought I’d pay a visit to the pixel work thread. I’m so glad I did! Here are some of my favourite bits… Read the rest of this entry »
Hello. This is the point where I’ve come back from a press trip and tell you what I managed to do during my wait for the plane home! This time: The Science Behind Pixar exhibition at the California Science Center!
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Burly Men At Sea [official site] sailed onto my radar at Rezzed earlier this year. Part of the Leftfield Collection, the game offered a beautifully stylised tale about three bearded brothers going off on an adventure. The reason I was particularly excited was, more than any other game, the demo I played seemed to capture the essence of children’s story books and translate that to the screen in a way that felt natural.
To find out more I spoke to one half of the development team at Brain&Brain, Brooke Condolora and asked her to share snippets from her sketchbooks and from across the game’s development.
Take a peek after the jump, and click on any of the images to see a larger version.
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