Archive for March, 2011

Snowboard Hero Dev Diary part IV – Audio Design for an iPhone Game

Thursday, March 31st, 2011

Snowboard Hero is live on the AppStore now and you can see for yourself how it plays. Accordingly, we want to disregard visuals for now and dedicate this chapter to audio design for the 2011 double winner at the IMGAwards. For a start - imagine you are deaf. Try again. It’s really hard to do, isn’t it? We being devs we want to give you some background on a very important aspect of smartphone gaming and entertainment in general. We can close our eyes, but we can never close our ears. Which is probably why we don’t really notice the sounds in our environment too much. They are there all the time, yet hardly ever come to our attention, unless there is something noisy or disturbing. Sounds create moods, they are the vibes we feel. Like the sound in a Hollywood Blockbuster, the soundtrack and sound effects in Snowboard Hero have been elaborately designed, produced and implemented to make the overall experience sensually immersive. As long as Apple doesn’t feature smells emanating from iPhones and iPads the audio layers will remain one of the most important aspects in gaming. Listen up for a short background story. [full]

When the decision was made to bring Snowboard Hero to iOS our one and only Audio Director Gero Goerlich took on the challenge. That challenge basically consisted of understanding the vision of the Creative Director, translating it into sound and implementing it into the game’s programming. When Gero gets his briefing he will talk to as many people involved as possible in order to get a clear vision of what style the game will have and what actions will take place that require sound. For Snowboard Hero there are four basic audio categories – menu sounds, sound effects and character-specific themes and voice overs. All these sound layers are intended to give the player feedback about what he is doing and what is happening. For example, the actual height from which you fall to the ground will influence what it sounds like when you land on your buttocks. The programming will register the event “crash” as low, middle or high and play the sound that was put into place for that event beforehand. Each event is registered with five sounds, so it doesn’t get boring. Can you hear the difference when Kitty is falling from different heights?

“Powder for the people”, that’s our slogan for this game. Yet how does it sound when your board is cutting through the snowy white? Even the slightest change of angle is reflected in the sounds you hear. Gero pays detailed attention to any ‘physical’ changes in the game and makes sure you can hear what is happening. Passing by an icy wall? Suddenly there is an echo where the snow had absorbed all sounds before.
What makes Snowboard Hero special among iPhone games with regards to sound development are the music themes for each character. That means on top of the voice acting each character has its very own score for boarding downhill. To get that right Gero worked together with composer Marc Rosenberger. The two stuck their heads together discussing what each character is about and how his stlye and personality might best be underscored with music.

Fishlabs Snowboard Hero iPhone game - Monica with her default boards and clothing

Monica with her default boards and clothing. She is a 27 year old Italian crazy for snowboarding and, as Gero puts it, "a fashion beast with a very funky style on- and off the piste." She is now live to play along with 3 other playable characters in Fishlabs' Snowboard Hero iPhone game.

How would a style like her’s translate into a theme? Listen to the fine piece of music that Monica enjoys on her fast-paced rides down the mountains. Can you get a feeling of her already? Now that Snowboard Hero has gone live we’ll stop the teasing already and keep this entry short. If you have any specific questions regarding the sound design in this game leave a comment and I’ll make sure you get your answer!

Galaxy on Fire 2 – Valkyrie Dev Diary Part III: Creating ‘Quineros’

Thursday, March 24th, 2011

Fishlabs 3D iPhone game Galaxy on Fire 2 Valkyrie - Quineros in Loma

How do planets come into existence? There are many theories and even the most recent ones cannot fully explain the process of how the planets became what they are today. All the more delightful is my job in this week’s chapter, i.e. giving you a complete overview on how these celestial bodies in Galaxy on Fire 2 start off and eventually evolve into what you see in the virtual orbits of our epic 3D iPhone game. While a physicist might use complicated formulas and theories for explaining the genesis of a planet, my job was much simpler – I went to ask the guy who made them. The creator in question is Marco Unger, the graphic designer at Fishlabs who created all of the skyboxes and planets in the Galaxy on Fire 2 universe as we know it. Even more convenient, Marco made a video catching his screen in the act of creating the planet ’Quineros’ so I could share it with you. [full]

In the beginning was a sphere in the 3D modeling program. Then Marco said: “There shall be light!”, and light came into digital existence. He tried several light situations until he saw it was good. Then he rendered the sphere into a file dividing between light and darkness. So much for biblical references for now… The file containing the light situation of the sphere is exported into Photoshop and it is here that the graphical magic is happening. Since the light situation has been defined in Autodesk 3ds Max and is now fixed, Marco doesn’t need to worry about it anymore when texturing. From now on he applies several layers of textures with a spheric filter. Finishing the planet featured in the video below took him slightly less than four hours. More sophisticated planets with surfaces sporting lights of civilizations and clouds in the atmosphere take about one day of work. Not six days, for he is quite an efficient creator. For inspiration Marco looks to NASA pictures and other sci-fi universes with elaborately designed stars and planets such as the Star Wars universe. But see for yourself!

The planet “Quineros”, which you see in the video, is actually used only once in the game. Most planets Marco made, all in all twentyfour, are used at least twice. To make the orbits and their planets one-of-a-kind nonetheless, the combination of planets and their respective orbits’ sky boxes are always unique. ‘Quineros’ is situated in one of the newly featured systems in Valkyrie – the black market system ‘Loma’. In the screenshot below you can see the planet being a beautiful and quiet background for the true stars of our galactic iPhone game – the space ships.

 

Fishlabs 3D iPhone game Galaxy on Fire 2 Valkyrie - screenshot showing 'Quineros' final place in the black market system 'Loma'

A screenshot showing 'Quineros' doing his job in our 3D iPhone game Galaxy on Fire 2 Valkyrie - being the majestic background for the Vol Noor flying in the black market system 'Loma'

Snowboard Hero Dev Diary part III – 3D Artwork

Thursday, March 17th, 2011

Fishlabs Snowboard Hero - bird's view on the track with basic textures and wire frameIn today’s chapter we’re taking the fast lane to providing you with deep insights into the production of the ‘Best Sports Game’ at this year’s International Mobile Gaming Awards. Let’s kick-off with a fundamental question: What would a Snowboard Hero be without  a snowy mountain track to board down on? Definitely no snowboarding hero. And that’s precisely the reason why today I’d like to shed some light on the process of modeling the environment of a 3D mobile game. What is it about? 3D modeling is concerned with the physical creation of tracks and spaces that characters move through and you’ll find it is both a fine art and a lot of work. It is truly elemental to any gaming experience and comprises the practical part of level design. You’ll find Fishlab’s 3D artists modeling, framing, shaping, texturing and lighting all day to give you an exciting, challenging and overall appealing boarder paradise. To get the big picture of the entire process myself I spoke with one of our 3D heroes, Simon Richter.  [full]

 

Fishlabs Snowboard Hero - wire frame track  

In the beginning was a plain simple area in 3D modeling program. Each and every one of Fishlab’s digital worlds starts with a single piece of digital clay, so to speak. It is the basis for textures and wire frames that are applied and modeled into the desired shape. But I’m getting ahead of myself. It sounds so simple when put into one sentence, yet the process is lengthy and labor-intensive. It takes Simon up to three months to create a track from scratch and implement it into the final game. Once you realize that the entire model is shaped and textured manually you start to grasp the dimensions of this task. As it is the case with wire frame models you might know from school, digital modeling is just as tedious. Every wire is dragged and stretched by hand before the textures are applied manually. Every single wire, every house and every object. The textures are coloured before the lightmap is applied. When everything is in place Simon exports the file to the engine, where more effects are included. The screenshots below illustrate the process.

 

 

 

 

 

To me, the last step – the one in which horizon and skyline are added – was the most striking. Suddenly the scene seemed very real. A feature you might not recognize at first glance is the fog that came in with the Sky Box. If you look carefully at the ski-lift in the picture with the blue background, you’ll find that it simply ends at some point in the distance. Just as the whole environment does. In order to minimize required processing power the level actually builds up piece by piece as you progress. Simon refers to this progressive addition of level pieces as far-clipping. And this is where the fog comes into play. In a beautifully discreet fashion it hides the abrupt ending of the track in the distance and thus makes the digital reality look truly authentic. Simple, effective, beautiful – exactly how we like our games. If you wonder if far-clipping is really necessary, take a look at the pictures below. The digital worlds in Snowboard Hero are massive and would consume too much memory and processing power of mobile devices. The final track is as huge as the production effort needed for it. Each track takes up to three month to produce while at launch there will be 6 tracks in the game. 3D artwork is quite a work load of art.

 

 

 

 

One of the most important texture layers necessary for creating a ‘real’ feel and look is the lighting texture. It contains the information on what the light situation is at every single point of the track. Every shadow, every spot of light is put in place manually. There are two different lighting textures for every track. One contains the information for the track itself, i.e. how the light shows in the environment. The second layer includes the lighting situation for the game characters at any given point on a track, as they are boarding down the piste or half pipe. The different layers of textures are put on top of the 3D mesh, which in turn consists of the collision mesh and the environment. The collision mesh is the area your character can not exit, its name is derived from collision detection in physics, which in turn explains why game engines are called physics engines. At the end of the day you have layers on layers of information, telling the program in what formation it should arrange the digital matter at hand.

 

 

Last but not least I proudly unveil a piece of 3D games trickery that instantly reminded me of “The Truman Show” with Jim Carrey: The Sky Box. What made the track on the screenshots look totally real in the end was the skyline. But how is it done technically? After all, it rides along with your character and reacts to every move you make. Yet again, the answer is genuinely genius and simple. Put the character into a box that goes wherever he goes. That way you always see the horizon you normally would in the position you are actually in. Just as Truman lived in a studio box he could not outrun, the characters in Snowboard Hero have their very own Sky Box. Please don’t try to do what Truman did, though, there really is no escape for game characters. To produce a Sky Box a landscape picture is brought onto a panorama model. This model looks a lot like a 3D cinema with the shape of an arena. The character is driving in in the middle of it throughout the entire game. It’s so simple yet huge that it really changed my perspective on gaming. Having said this, I sincerely hope this chapter of the Snowboard Hero dev diary was equally enlightening for you, too. Have a view-altering day and game on!

 

Fishlabs Snowboard Hero - the Sky Box

Galaxy on Fire 2 – Valkyrie Dev Diary Part II – Concept Art

Thursday, March 10th, 2011

Fishlabs - Galaxy on Fire 2 Valkyrie - Deep Science Ship finalLet’s start this weeks entry with a little exercise. Try to imagine epic sci-fi universes like Star Wars or, for that matter, epic sci-fi games like Galaxy on Fire 2 without space ships! Try again. You see? But inanimate scenarios without vacuum-born transportation and war machines are not the subject of this week’s chapter on concept art. On the contrary, it’s all about space ships! They are the indisputed stars of Galaxy on Fire 2, anyway. Being visible most of the time in-game they also get the biggest part of attention in the game’s forum. That’s why the choice fell on ships readily when pondering over what visual object should featured for the concept art chapter. Fair enough, given that the ships are means of transportation for goods and characters, are weapons in themselves and allow you to show off your status. ”How can I get the Void X?” must be the most frequently asked question in the minds of GOF2 players and our forums respectively. Seeing the importance of the ships for a sci-fi space shooter you might wonder how exactly the act of creation looks like. Well, I did. And here’s what I found. [full]

As for the question ”who did it?”, the answer is easily found at Fishlabs. Art Director Marc Nagel is responsible for the creative process of Fishlabs’ visual assets and I asked him some questions about his work on the ships in Galaxy on Fire 2 – Valkyrie.  Marc being the starting point of the creative process I wondered where he starts. First of all “I’m making clear what direction the design shold take and what objectives we are having. For Valkyrie it was especially important, that the new ships would clearly distinguish themselves from those of other factions. We wanted to deliver something all new. That’s why from a design perspective the new ships should be some 20 or 30 years ahead of other ships in the galaxy”, Marc explains. General coolness is a factor, as well. You should feel the strong desire to fly around in one ot those ships. Design should help an object to look great and do much more. It should communicate characteristics beyond words and fulfill a given function. “Anyone seeing the marketing materials such as the teaser should be able able to realize there is something completely new and special about Valkyrie before reading any explanations”.

Once the basic parameters have been laid out inspiration comes into play. For the DEEP SCIENCE ships in Valkyrie Marc turned to the space ships of good old terran NASA for inspiration. “DEEP SCIENCE is a scientific organisation with the mission to explore the vastness of space. The link to NASA is rather obvious”. Specifically, the colour scheme of the DEEP SCIENCE ships is based on that of NASA space shuttles: black, white and tones of grey. The idea to hide the cockpit and leave the pilot without direct sight of his surroundings came from the unmanned drones of the U.S. military. Some inspiration was drawn from japanese scfi-fi animes, “yet only small details such as the characteristic antenna and some hull attributes.”

When it comes down to designing business scribbles and sketches are the starting point of a ship’s way into the game. Once conceptual drawings are digitalized Marc will provide the 3D-artists with a  turnaround view of the final design concept. If it is necessary Marc adds notes explaining what functions and details the 3D -artist should pay attention to. “As a rule I’m trying to give the 3D-artists as much freedom as possible” in order to give creativity some air to breath. His own digital work on the concepts he carries out using mostly Photoshop. Although he has often been looking for an alternative already “the variety of functions and possibilites is second to none. Plus, I find new areas of application all the time”. Sometimes he’s using vector programs like Flash to quickly create visual items such as the faction signs you can see on the space stations in Galaxy on Fire 2.

Bottom line? The design of the DEEP SCIENCE ships tells you “they are highly developed, experimental technology with a different take on things than all the other ships out there. You might call them the iPods of space travel, while all other ships are traditional. The DEEP SCIENCE ships are the figurehead of their organisation and its scientific mission.”

Snowboard Hero iOS Dev Diary part II – Graphic Design

Thursday, March 3rd, 2011

Fishlabs Snowboard Hero - Achievement GracieHere comes chapter number two giving you insights on the graphic design in Snowboard Hero. Specifically, I’d like to share with you the stages female snowboard heroine ”Kitty” went through before coming into 3D play. As a part of that the somewhat underappreciated discipline of screen design shall get its limelight, too. The latter is about the visual and conceptual design of on-screen elements such as buttons and icons while obeying the good old “form follows function” rule of design. If it didn’t follow that principle, our games would not sport their intuitive simplicity. [full] 

What is it that makes good screen design what it is, then? Jost Schweinfurther, the man behind the graphic in-game assets in Snowboard Hero, makes it clear: “Screen design is basically about visual gimmicks illustrating whatever stands behind an icon or button. The visual style and theming must match the overall tone of the game”. The thing about buttons in particular is that they should be easy to identify as something you can press at first sight. A button that doesn’t look like one isn’t awefully useful. But let’s stick with achievement icons for now.

 

Fishlabs Snowboard Hero - achievement icon before and after 

In the above example you see the before and after of a character specific achievement Jost made for “Gracie”. She has “a slight Vodoo touch about her mixed with a horror-witch shaman quality”, Jost explains. If you want to call that a quality, that is.Once you know what the character theme is about, though, it becomes obvious why he opted for the symbols of a werewolf and the classic vodoo doll as Gracie’s achievement icons.

 

Fishlabs Snowboard Hero - achievement icon Gracie before and after

 

In the very beginning Jost brings his ideas to paper in the old fashioned way. Pencil and paper. His draft is digitized by scanning it and converting it into an image file. The respective file is processed using Photoshop and a handy tool called Wacom Intuos 4. It’s a pen tablet practically allowing you to draw on-screen and in-file with a number of effects. Providing a frame  of equal proportions for all achievements aids in recognizing them instantly as what they are. Once Jost is happy with his dawing he goes on to add layers of colour and other effects which are secrets of his craft that shall not be revealed. So much for the production of in-game assets. What about character design? I figured featuring a hot blonde might spice things up a bit. So, here we go.

 

Fishlabs Snowboard Hero - rough scribbles Kitty

 

Beware to think that graphic design for games is merely about dreaming up beautiful girls and doing impressive scribbles. Bringing a character from scratch to final character design can be a long and winding road. Different variations are tried and many sketches drawn to find the direction you want to go with a character in 3D. In the case of this blonde beauty the objective was depicting a 19 year old Australian who used to be a ballet dancer and looks good in tight suits. You tell me if that worked out.

 

Fishlabs Snowboard Hero - final character design Kitty

 

Fishlabs Snowboard Hero - Kitty turnaround graphic

 

The final character design as pictured above is then translated into the turnaround showing the character from behind, from the side and the front. It will be blueprint for the 3D artists render the character into a full blown 3D model. Once the 3D model is finished and worked into the animation program characters come to moving life on-screen and in-game. 3D modeling of characters and the in-game environment is a subject that deserves an entire chapter on its own and that’s what the next part of the Snowboard Hero dev diary will be all about. Good to see you around! 

 

 Fishlabs Snowboard Hero - Kitty on screen