• This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an independant creative.

    Monday went by as the classic blogging + Off-stage day. Took a trip downtown when I got stuck on drawing to get some fresh air and restore focus. Tuesday and wednesday I spent at the Game Oven office working on sexy visuals again.

    Gilles van Leeuwen filming some dev diary action

    By the end of tuesday my erratic sleeping schedule caught up with me and I basically fell into bed at 9 PM. Finding some sort of rhythm or schedule as an independant is so important because sometimes a bad sleep can sap all the energy I need to be creative in favor of just keeping this meaty husk up and running. It’s a struggle but I have an alarm set at the same time each day.

    On thursday I did some sketches and interface design for a small webgame I’m collaborating on. I like these short projects where I can focus intensely on making art assets over a short period without too much back-and-forth and get a nice paycheck out of it at the end. If I reliably have two such projects each month I will be a happy camper.

    On friday I was back at Game Oven again, and in the evening I was invited to a violin recital at the Utrecht conservatory. It’s not the sort of music I ever end up seeing live so that was a fun experience. It made me think a lot about what kinds of things I like about the music I generally listen to and how it fits in with my creative preferences.

    Over the weekend I followed Sean’s advice and just ’embraced everything I love, idiot.’ I hadn’t played an actual goddamn videogame in weeks and I almost forgot how good that stuff can be. Found some new music. Read comics. Went to the cinema. Walked around Amsterdam. Planned a trip. The good stuff.


  • This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an independant creative.

    Week 15 I can be brief on, it was mostly spent messing with Unity and doing other tidbits not worth chronicling.

    Last week I spent two days trying out visual styles for an unannounced game I’m collaborating on. We tried a bunch of things and we’re nowhere near the final look but we made exciting strides, and it’s fun to have everyone together so we can prototype things quickly.

    Wednesday I spent doing business stuff and talking art and inspiration with Lowen over dinner. THURSDAY was wordpress day. Jesus. There is something addicting about tinkering with WordPress, but when something breaks it is hell to fix. My backend was very slow so I tried a few things then decided to pull the trigger and upgrade the entire system from old Comicpress to new Comic Easel. Transferring the content was surprisingly easy, but then I loaded up my site and, well, it was in shambles. I wish I had taken a screenshot – the comic was aloft in the middle of the page, no background, the menu was transparent and the sidebar was under the comic. I knew this would happen when upgrading themes but fixing all the little CSS bits in my custom theme took forever. But I made it through! It all works fine now, and all the user might notice is that the sidebar is now slightly wider. But man Comic Easel works pretty smoothly, I are not regret.

    On friday I made strides with the design for Deck 5. Here is a bit of concept art I did in week 15:

    Leave a comment below with your favorite design!

    Over the weekend I caught up with some old classmates to talk shop. It’s nice to see how we’ve all found our place in the games business.


  • I wanted to do a simple free painting again today, not for some specific project or goal, but I wanted it to convey a story without words. So I sat down and drew the first thing that came to me.

    Face detail:

    It’s funny how drawing Off-stage has influenced the way I draw noses.


  • This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an independant creative.

    I can keep this one short. Monday I did my Off-stage thing. Tuesday I worked at Game Oven again, and played a solid run of DayZ with a friend. Wednesday I got well sick. Thursday I got to see a beautiful part of Amsterdam and worked from the dining room table in Adriaan’s house because he was also sick. We also played the Stanley Parable together, which is GOOD though ironically I think the demo is even better (which I played afterwards). And friday was spent under the covers until ‘sushi+drawing’ night with some good friends, where we painted crazy things on household objects.

    It’s fun to break out of established methods sometimes, I hardly ever draw anything on paper anymore, so taking a marker to a wooden box felt refreshingly visceral.

    I’ve been thinking more about my scifi game idea this week – tentatively named “Deck 5” – after reading this killer article about narrative design which anyone interested in game storytelling should read. It made a few things click together and finally gave me the outline for the plot. I’m doing early concept art for it now, more on that soon.


  • Today I want to talk a little more about something I touched on a few weeks ago, and I’m seeing it more and more now when I’m talking to people about their creativity. We can call it Imposter Syndrome.

    That is an actual clinical term, describing people who are ‘unable to internalize their accomplishments, despite external evidence of their competence.’ They remain convinced that they are frauds and do not deserve the success they have achieved. That sounds strange, but it is more common than you think.

    The first time I noticed it was when it was a running gag among cartoonists. We joked it was part of the job, and we didn’t really see it as a bad thing. It seemed like something everyone has to go through from time to time, this crippling fear about your work and career (especially if it is also your source of income). The idea was most clearly expressed by Scott Kurtz and Kris Straub in their daily podcast from way back in 2007 when they talked about being scared of the ‘Failure Police‘ – listen to the clip here.

    I always took solace in the idea, this shared burden that united us. But it wasn’t so much at the forefront of my thoughts until I heard Alec Baldwin’s interview with David Letterman on WYNC’s Here’s The Thing podcast earlier this year. Listen to the clip here, and tell me what you think that sounds like to you.

    Here are two very succesful people, famous, wealthy, loved, with a revered body of work, and they are just as scared of the Failure Police! It was like a lightning bolt to my brain. Clearly everbody creative struggles with this in some way or form. And you don’t have to look far to find more examples. In Indie Game The Movie we saw the creators of some of the best indie games of the recent years profess to feeling horribly insecure about whether or not their game was any good. For the dutch readers, HollandDoc did a great documentary related to this years ago called Alles Wat We Wilden. And last week Donald ‘Childish “Troy” Gambino’ Glover instagrammed a series of notes in which he said the following things:

    I’m afraid that this was all an accident.
    I’m afraid I’m here for nothing.

    I’m afraid my show will fail.
    I’m afraid people hate who I really am. I’m afraid I hate who I really am.
    I feel like I’m letting everyone down.
    I’m scared I’ll never reach my potential.
    I’m scared that sounds pretentious.

    I got really lost. But I can’t be lonely, cause we’re all here.

    Wa are all there.

    I don’t think it’s a bad thing per sé. It’s not a great thing, to feel like that as a human being, but I think eventually it helps you get better at what you do.

    And if you, right there, are someone who enjoyed the creative work of someone else, think about taking a minute or two to send them an email saying that. It means more than you think.


  • This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an independant creative.

    On Monday I set up a new Off-stage page for publishing as I do each week. This one I had already drawn a few weeks ago so I was done quickly. Which freed up the rest of my afternoon to have coffee with Charlotte van Grunsven, an up-and-coming game designer with whom it turns out I share a lot of views on design and inspiration.

    On tuesdaymorning I met up with blogger and new media specialist Anke Hans, who like me recently dove into the exciting and terrifying world of working for yourself. We shared tips and ideas and had a good laugh about the fact that neither of us is really making any money yet.
    Afterwards I started work on a project with Game Oven, and it was fun to hang out in their office and be part of a team, although I did miss my home office after a few days. Being in the Dutch Game Garden building also gave me an opportunity to catch up with my old internship collegues at Monkeybizniz, which may yield some new business in the near future aswell. All in all I think this was the first week I felt good and confident about my decision to go at it as an indie.

    Wednesdaynight me and Adriaan went to our usual wednesday evening event De Mus, a night of music, literature, film, thought-provoking art and fun at a tiny theatre in downtown Amsterdam. Our friend Joost van Dongen was there that night showing off his Cello Fortress project (uhmazing), which he works on next to his full-time job. Respect. We had a great night, and I hope more people come to check out this phenomenon in the future (although it’s doubtful if they’ll fit in the theatre!)

    The rest of the week I sketched some more Off-stage pages, played The Stanley Parable, Did some painting in the new Photoshop contender Mischief (which you can see below), resurrected my legendary character in DayZ, and over the weekend hung out with friends and saw Gravity (so good).


  • Seeing Men In Black again recently I realized it is up there as one of my favorite movies. I was going to paint this frame but then I thought ‘no, where’s the challenge in that, let’s try something else – see if I can get these iconic faces down in as little shades as possible.’

    Arguably the earlier version where Tommy Lee Jones’s eyebrows were the only thing on his face was even more iconic, but with the extra shades it looks just a little bit nicer. Hardest part though was the shape of Will Smith’s three-quarter head.


  • Below is a little chart of the process on the Willie painting. When I paint realistically I don’t usually do a line sketch, I just go to town with big blobs of color. Well, in the cases of these moviestill paintings at least, since I already have the composition by looking at the framegrab, so no sketch is needed. I just sort of estimate the proportions and refine as I go along.

    On the right you can see the sweet detail that the Mischief vectors bring. You don’t have to set a canvas size or resolution, you just start painting and whatever size you need it as you enter in the export dialog and it takes care of it for you. Massive headache saver.


  • I watched Die Hard 5 recently, and this scene captured my attention. I had to paint it, it has everything: rimlights, specular highlights, subsurface scattering, indirect global illumination, bruce willis…

    I didn’t do this one in Photoshop but in Mischief! Gabe from Penny Arcade pointed me to it, and it is pretty incredible.

    What you see below are vectors.

    That’s right. You can paint as if it were pixels, there are brushes with pressure sensitivity and opacity settings, but everything is infinitely zoomable. And the resulting file was only 300 kb! It’s lightweight, responsive, and only $65. It might be a few features and hotkeys away from bumping photoshop from the top spot for me in terms of painting. Check out the free trial to see for yourself.

    It will be really interesting to see where it goes.


  • This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an indie.

    Inked another Off-stage page on Monday. The one for next week has been in the can for a while, so maybe I can start building up that buffer this week! I also tinkered with the wordpress/comicpress back-end to iron out some weird kinks that have been in the site design for too long. WordPress is fun, there are so many knobs to dial and settings to mess with, but you have to know what you’re doing because she can be cold and unforgiving if you mess something up.

    On tuesday I went to have coffee with Adriaan and talk about his next project which I will have a role in defining the visual style. It’s a cool, ambitious and unique project – the sort of thing I like working on because it breaks out of the bounds of traditional games. And it’s nice to have a project with a paycheck lined up! I’m starting work on that this week. It’s also a nice opportunity to hang out at the Dutch Game Garden again, I’ve missed all those guys over there.

    On wednesday I compiled all the blogsposts I wrote about my adventures with Ralph in zombie survival game DayZ into a nice concise pdf that you can find here. I read through them after I linked someone who was just getting into DayZ, and I had one of those ‘man this is actually pretty good’ moments, combined with a sudden fear of the blog ever going offline and all that content being lost in the intertubes, so I spent the afternoon compiling and editing it. Everything looks nicer in Helvetica Neue.

    On thursday I finished some more mockups for Niels’ upcoming literary project. I’ve been doing a lot of experimenting lately with more abstract art styles, ditching the outlines, working with vectors. It doesn’t come naturally yet but I like what’s coming out so far. I’ve been neglecting my painting exercises lately (making the blog a bit of a barren waste aswell) so I want to get into those again this week.

    The rest of the week I honestly didn’t do too much. Felt a bit uninspired. Hung out with my roommates. Watched the torrential rain batter down. Finished GTA V.


  • This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an indie.

    This is the first week where I felt like I am no longer incapable of sitting alone for days to just work. Right after I quit my office job I had a hard time sitting still and not going places and seeing people. It made me kind of homesick for being able to work comfortably in solitude. I think I’ve struck a good balance now where my days do not become monotonous, yet I can turn off my phone for a day or two and get down into it.

    Last saturday I swung by the INDIGO dutch games expo to meet up with some old friends and check out what everybody was up to. Every year they have some really cool indie games on the show floor, and talking and having beers with all the people afterwards reinvigorated my passion for game development. We also celebrated that my pals at Game Oven were awarded a sizeable grant by Gamefonds towards developing their next game.

    On Monday my friend Adriaan from Game Oven called me up and asked me to do the art for a small game based on Miley Cyrus. We talked before about doing some small, news-relevant games, and Adriaan found some guys who were thinking the same thing and had some money to throw at it to boot. It’s a very silly project but it had a very gamejam-y feeling which I liked, just coming up with things on the fly and polishing it later. We’re finishing the game up this week so I’ll be able to link to it soon.

    On tuesday I went to help some friends move. I had to be there at 8 AM, which meant getting up at 6:30. Crawling out of bed and jumping in the shower while it was still dark outside and then heading out into the cold gave me flashbacks of having an office job, and I felt so thankful that I don’t have to go through that every morning anymore. The knowledge that it was a one-off thing eventually made it quite enjoyable and I didn’t feel tired at all. My friends and I talked previously about how nice it would be to have one day a week for doing some manual labor in the open air. It puts you back in touch with the world.

    On wednesday I inked the Off-stage page that I couldn’t complete due to other projects on Monday.

    Thursdaymorning I met up with Anne Bras and Misja van Laatum (and Hessel van Hoorn in spirit) to discuss the revival of our graduation project Trusted Soil. We had built a demo and had big plans for the story and tech, but we never got around to it. Now that we all have some time to spare we decided to try and make it a full commerial game. Expect to hear more about that in the coming months.
    We met at The Park Plaza restaurant in Amsterdam, which is in the Victoria Hotel across from Central Station and a great place to sit quietly and work, so I stayed behind to do some writing for a bit. I considered going to the Unity meetup that evening but decided to hang out at home with friends.

    On friday I trekked down to The Hague to pay a visit to my old buddies at Paladin Studios. I distracted them from work for a few hours to see what they were up to and exchanged indie experiences with a freelance programmer who was also visiting. It’s cool to see their games all having a recognizeable unified style now. There are interesting things coming out of that studio real soon, keep an eye out.

    On saturday I did some more polishing for the Miley game, and made a few mockups for an interactive ebook app that Niels ‘t Hooft is developing.


  • There is art that makes me want to get better and there is art that makes me want to quit. Kent Barton skirts the line with his amazing crosshatching. I like to use the technique, but this guy.. so I gave it a shot, drawing a classy old man from memory. It’s way too messy, but it’s getting there.


  • I wasn’t going to write anything this week, since not a lot happened on the work side. I had other things on my mind. But I realized that that’s part of the job too. Especially when working on your own. If something affects you personally it affects your business. If I don’t feel like drawing for a few days (for a good reason and not because I’d want to play GTA), things come to a standstill. It happens. I’m glad I get the time to feel things and sit and think about things whenever I feel like I need to, and not just on bathroom breaks during crunchtime.

    It’s a scary thing when you lose your incentive to create art, even for a little while, so it’s important to know that it will come back. And I write this as much for myself as for you, the reader. I, like every other creator I’ve ever talked to about this, have my moments of self-doubt. We’ve come to accept it as part of the trade, and when it happens we give it space. But we cannot give in to it. We have to learn from it.

    Stephen Pressfield wrote an excellent book about this called The War of Art. Read it.

    Creativity comes from a very personal place. Everything you make, even things you don’t like or want to make, even if it is assets for a Zynga game, it has a little part of you in it. Who you are and what you experience in your life leads you to do what you do, and in turn it will tell you more about who you are. I’m convinced your best work only comes from listening to that urge. And how much you listen to that urge is up to you. I quit my job for it; you don’t have to be that drastic.

    When you experience something that stands counter to that urge, some hardship, something with an impact, it can mess you up. Some people find creativity in these things (I’ve never worked so hard as times when I was angry about something), and for other people it puts everything in perspective, and creating new worlds to explore and different lives to experience doesn’t seem as important as living their own. But don’t be scared of it. We all have these moments, and if you become aware of them, they will pass, and leave behind more experience to draw from.

    I can feel this one leaving too.

    Someone once related to me this quote. It captures quite well how I feel about creativity. I hope it resonates with you too.

    “There is a vitality, a life force, an energy, a quickening that is translated through you into action. And because there is only one of you in all of time, this expression is unique, and if you block it it will never exist through any other medium and be lost. The world will not have it. It is not your business to determine how good it is, how valuable or how it compares to other expressions. It is your business to keep it yours clearly and directly, to keep the channel open. You do not even have to believe in yourself or your work. You have to keep yourself open and aware to the urges that motivate you. Keep the channel open. No artist is pleased. There is no satisfaction whatever at any time. There is only a queer, divine dissatisfaction, a blessed unrest that keeps us marching and makes us more alive than the others.”

    – Martha Graham


  • GTA V.


  • Two months, christ.

    I couldn’t work on Off-stage on monday on account of coming back from London, so my buffer is dry now, I’ll have to double-time it today.

    sketch for off-stage page 29

    Now that I’m updating it regularly and it is an ‘active project’ in my repetoire, I’m looking into ways to monetize it. At the most basic level I’ve activated Google Adsense; There is a lot of empty space on the site for those kind of things. I really don’t enjoy ads generally, but as long as you don’t plaster the site with ’em I like it as a low-intrusive way to generate a bit of revenue. With the advent of adblockers it is becoming less and less of a viable solution though.

    The rest of the week I got back into the Fawlty Towers game, pushing out one background a day.

    Merlin Mann pointed me to an interview with Joss Whedon, who shared his tips on Getting Thing Done (even though he couldn’t come to finish the book). And he said “absolutely have your dessert first.” I’ve never really worked super sequential on my own projects, but I tend to try and get dull but important things out of the way first so there are only fun tasks left. But as Joss points out this might actually burn you out on a project before you get to the really good stuff. So I’m going to try it his way.

    On friday I set off for the PinkRoccade offices in Apeldoorn for the 2013 Games For Health Dev Camp, together with my pals from Game Oven. From that afternoon until Sunday mid-day we were tasked with creating a playable concept for a game that will help some part of a mentally handicapped person’s life. We created a multiplayer game where you place three ipads next to eachother and each player has a small view of a kitchen, each with a specific task, and the objects to accomplish these tasks with (find a pan, fill it with water, boil an egg) can be passed around between the screens. Besides teaching these kids how to prepare food it encourages communication and bonding.

    gamejam bruddas

    Congratulations to Menno Deen and his team for winning!


  • This week has been largely uneventful.

    On Monday I inked another Off-stage page and fiddled with the design. I have a strong desire to upgrade software to any newer version when it becomes available, but often I regret it because something invariably breaks. So I had to exert some self-control in not pulling the trigger on upgrading my entire Off-stage backend from Comicpress to Comic Easel (both wordpress plugins). Maybe someday I’ll dare to. If the site is down, you’ll know I did.

    I like the convenience of having a buffer, something that really only exists in comics. I have to draw a page on the day but it doesn’t have to go up right away, it goes in a queue which automatically posts it even if I’m not there (like yesterday, more about that later).

    Over the weekend I watched some Syria reporting and through the week I had conversations and discussions about it with people, which gave me an idea for a sort of war-themed short game, but more about society and the media leading up to a situation like that. It’s the clearest idea I’ve had these past weeks, in the sense that the structure is laid out from start to finish already. I gotta finish some stuff so I can make room for all this, because I also had an idea for anóther scifi game while watching a documentary! It reminds me of wise words Rami Ismael once said; that you should take inspiration from things outside of games, otherwise you’ll only make games that look like other games.

    On wednesday I dove into a new book: the handbook for setting up a design burea. Valuable knowledge about all this business business spillt out of the first chapter alone. It mostly caused a cascade of having to look up things that the government expects me to know about myself, puncuated by realizing I had forgotten the password to my account. Better luck next week.

    On thursday I blasted out some of the final drawings for the thesis assignment. That one’s almost done now. Then I packed up my bag and spent the rest of the week up until yesterday in the UK, visiting for the birthday of a cute little lady.


  • Pretty much why I went indie.

    Monday (or technically tuesday) marked the official return of a consistently-updating Off-stage. I would like to go twice-a-week, but at the rate I draw a page and the days I have allocated to the project (one) I’m comfortable staying at once a week for now. My next step will be ramping up the advertising a bit, both outgoing and incoming. It’s time to dust off my old friend Project Wonderful (where I also found 25 dollars in old Dinerdate ad revenue collecting dust!)

    On wednesday I went to Niels’ book presentation for De Verdwijners. It’s a cool what-if story about the near future and Google’s growing grasp on the world. Hearing about his process was also very interesting. Pick it up if you’re dutch or enjoy this trailer while you wait for the translation.

    My thursday evening I spent by tinkering around in Unity, with some help from my buddy Jens. Things seem quite daunting in there sometimes, but taking things one step at a time often yields surprisingly fast and fine results.

    https://vimeo.com/73655259

    This is all to emulate an old prototype I did in Adventure Game Studio, which the game and my ambitions for it have since outgrown.

    On friday I went to see two of my friends graduate – Bojan of Game Oven fame with his research on cloud simulation, and long-time friend Twan on SCRUM management tools – which gives me an opportunity to point everyone at the excellent Trello again.


  • Someone misspoke with hilarious implications and I had to do a sketch for it.


  • It’s been over a month since I went freelance, crazy.

    Chief achievement this week I would say is setting up a schedule. With multiple projects and no hard deadlines, every morning requires a mental exercise to figure out what the smartest thing to be working on right now is. And ‘what I most feel like’ is not a very good qualifier. It also scatters my attention as I can switch activities at any time. So I decided to set aside certain days for certain projects, and to include at least one day where I work off-site and dive into business research. It’s up on my wall right next to my workstation.

    In part thanks to this Off-stage is updating again. Every tuesday to start off. I could probably do twice a week but I need to get faster at drawing it first. While posting I also glanced at the date of the last update – over three months ago. Yowza, time really flies sometimes.

    I also started work on a short science fiction Flash game with a friend. We’ve talked about collaborating since we were in highschool and it is finally happening. The game is mainly GUI-based, think Oblivion meets Google’s iOS design, which is an interesting challenge as I don’t normally do much interface design. I’ll have something to show off soon.

    Also: holy crap Mark Of The Ninja is super super good.

    And oh yes there’s this.


  • During my time at Paladin I worked on a game for Blind Ferret Entertainment based on their hit webcomic Looking For Group.  It’s been the biggest game I’ve worked on and it was a lot of fun, even though we eventually ran into problems that stopped it from going into full production. I wrote a few blogposts about the proces of turning this comic about a game into a game about a comic.

    Building a new game always requires some forethought. Before you can start dressing up levels with explosive barrels you need to think about ‘what do I consider a level?’ and ‘how much exploding should explosive barrels do?’ That is why we build prototypes.

    For Fork of Truth we had to start with the basics – movement and camera.

    You may have a mental image of the way something should work, but by building it you often discover that there are things you haven’t thought about. For example: having a fixed isometric camera and a character that follows your mouse cursor sounds like a fine system, but if you then walk downwards on the screen, your left and right directional buttons are inverted. So we had to correct the movement to be relative to the camera, independent of the character’s rotation.

    Upon seeing the above prototype one of our programmers remarked “it’s funny to see the difference between a programmer’s prototpes and an artist’s prototypes.  I mean you’ve got the vignette and the dynamic shadows all up in there and stuff, really cool!” Heh. They are unnescessary frills but they make the prototype just a bit more pleasant to look at.

    Now, Isometric cameras are usually orthographic, but we found much nicer results with a perspective view. Then we tried zooming, and this worked very nicely to show the characters up close, but made it impossible to see or fight anything standing ‘below’ you, since our camera does not rotate. So we could either make the camera rotate, which we didn’t want to do because it would triple the work we had to do to make the level look good from every angle, or we could adjust the camera curve so it never zoomed to a point where this became a problem. All these considerations I could not foresee when typing up the game design document.

    The control scheme we went with was very similar to a third person game with strafing and mouselook etc, but unlike a third person game our camera does not rotate, so now we had the matter of a character walking one way while facing the other. Does he turn his head? How far can he turn? Does he walk backwards at some point? Do we need a different animation for that? What happens if he attacks?

    Now we cross over into the territory of animation blending, a topic our Technical Director Niels did some stellar work on using Mechanim. These are all things we needed to think about before we started building our systems so that they were as flexible and modular as possible so we could easily extend them if we thought of new features down the road.

    Once we liked the feel of the controls we added in attacks, enemies, and built a little level around this. And again we discovered things to think about: if a player goes behind a house that obscures the camera, do we turn the house transparent? Does the camera zoom way in? Do we outline the character so you can see it through walls? Do we redesign the level so this never even happens?

    Every prototype raises questions that we can then investigate in a new prototype. And it’s important to make it a NEW prototype, so you can look back and compare, salvage what works and throw out what doesn’t, so you end up with something that has been tested and improved upon even before it was properly built.

    And then with all these systems fleshed out, you can start to see how they work together. Opportune time to delve into gameplay topics, like how far apart should the enemy spawns be to make the pace of the level enjoyable? How many enemies can a player handle at once? Do we need less enemies or should the player’s attacks just be more powerful? How many meteors can Richard summon at once before the game crashes?

    You know, important questions.


  • During my time at Paladin I worked on a game for Blind Ferret Entertainment based on their hit webcomic Looking For Group.  It’s been the biggest game I’ve worked on and it was a lot of fun, even though we eventually ran into problems that stopped it from going into full production. I wrote a few blogposts about the proces of turning this comic about a game into a game about a comic.

    Humor is an important part of the LFG universe. But it’s not all in the words the characters say. Their actions and their surroundings are just as important. So especially in a game, where the story goes hand-in-hand with (or more often is overshadowed by) the gameplay, it’s important to have different ways in which to construct a joke. In this article I’ll talk about some of the game mechanics I used for this purpose.

    The LFG group are real buddies. They might bicker and shove eachother around occasionally (well ok all the time), but they still work together to defeat whatever monster is chasing them. So we wanted to emphasize that with the gameplay, not only letting you play with your buddies, but actually giving you benefits if you work together. For instance, If Richard sets Cale on fire, his arrows will be on fire too and deal double damage. Then Benny can heal whatever health Cale lost. Ice spells and swords go very well together too, as do group stuns and area-of-effect attacks like Krunch’s stomp.

    But even though these guys are heroes, they can be kind of clumsy sometimes. So we tried to include a way in which each ability at their disposal has some sort of risky side-effect. Summoning Cale’s pet panther has a 50% chance of inflicting friendly fire for instance, Richard’s fireballs might sometimes decide to fly off in a completely random direction, and if Benny heals you in the midst of battle you might sprout and extra arm or leg. Or a beetle head. Combined with friendly fire this makes for some hilarious battles. Even when it was all buggy and crap in the alpha we were having fun with it.

    [youtube=http://youtu.be/1ghAu3mwNF0&w=720&rel=0]

    Once you’ve looted all the cold, dead corpses you’ll want to sell some of that stuff. Usually that means backtracking all the way to a village merchant. But surely our heroes can think of a better way right? I mean why not just summon a merchant into the dungeon? And once you’re done you can fwoosh him and you’ll be on your merry way.

    Knowing the exact value, damage, protection and/or weight stats of an item that you pick up off the ground is a silly thing… that is why every item in LFG has EVEN more weird stats, so you can see if that new sword goes well with your purple outfit, how sweaty the previous owner was and whether his angry soul may still reside inside the weapon.


    Stealing items from one another was also a feature we considered in several forms. If loot was not instanced it would be possible for someone to scoop everything up (I’m looking at you Jerry Holkins), which could lead to some animosity, so if you were close enough to the other player you could tap into their inventory and claim what is rightfully yours. This also works in reverse, where dumping a lot of heavy items into a low-level player’s inventory would root them firmly in the ground under the weight penalty.

    And ofcourse there is also the item storage bear.

    All these things work together to create humor and narrative that emerges from the stories the players create by playing the game, not just by way of the main story that we designed, so players can actually feel like they’re on an adventure in the LFG world even when they’re not out questing or interacting with other characters.


  • Week 3 wasnt very interesting so I skipped it. Last week I’ve mostly been working on my Fawlty Towers game. I discovered some cool optimalizations I could do code-wise, and I polished some of the puzzles I implemented so far. The game is pretty playable already so I think I’ll work to finish this one soon.

    Other than that I kept trucking along with the thesis artwork assignment. We’re down to the last batch now so I think I can wrap this up by the end of the month.

    I’ve noticed that time seems to be flying by too quickly. Without a commute and colleagues it gets hard to tell the days apart. So to become more concious about working hours etc I installed Breaker, an app that keeps track of work cycles (like every 45 minutes for instance) and alerts me to take a short break when one is over. It really helps to brings some structure to my day.
    To that end I’ve also moved my desk away from my wall to face outside, so I have a view and can also keep track of the time of day better.

    On friday I played Gone Home by Fullbright. I’ve been excited by this environmental storytelling game since I heard about it through the Idle Thumbs podcast, and it definitely lived up to my expectations. It was very cool to play it in one sitting with headphones as it was dark and raining outside. Recommended if you enjoy good stories and dark basements.


  • During my time at Paladin I worked on a game for Blind Ferret Entertainment based on their hit webcomic Looking For Group.  It’s been the biggest game I’ve worked on and it was a lot of fun, even though we eventually ran into problems that stopped it from going into full production. I wrote a few blogposts about the proces of turning this comic about a game into a game about a comic.

    LFG The Fork of Truth was an ambitious project. It has a ton of lore and a large fanbase. So to deliver something as outsiders that fits into the LFG canon we had to become intimately familiar with its universe. To do that I went through a few important design steps before we could start having discussions about how big the fireballs should be.

    The steps below are not a rigid structure but merely the way I prefer doing things, and this process applies just as well on books to films, films to games and whatever else.

    Look at the source material

    This sounds like a no-brainer, but it is easily the most important part. LFG does not begin and end with the comic – the comic is simply one window into the world of Legarion. So just skimming through the comic and lifting out the good parts is not the way to go about it. Many games about movies take this route and it gives them problems because the two media are fundamentally different in structure.

    What I’ve learned from doing a webcomic myself for many years is that the most important part is the characters’ identity. If you have an understanding of how each character would behave normally, all you have to do is put them in a wacky situation and the dialogue will practically write itself. They can never do something out of character because you know them as if they were your friends.

    The only one who really has that complete picture is Ryan Sohmer himself, and I was very lucky to be able to talk directly to him. Between that and reading reviews, analyses, comments, looking at concept art and talking it through we tried to gain an understanding of this property that approaches Sohmer’s own.

    Find a new angle

    Once we had that understanding, we started looking for a fresh new angle. The Chronicles of Riddick: Escape From Butcher Bay is a great example of this. Instead of copying the movie they created a brand new story in the Riddick canon that expands on his backstory and creates context for the things you see in the movies. It opens up a new window into that universe. We treated FoT in the same way.

    The heroes are always on the move. And we know the high points of their story, from when they met to their trek to Kethenicia, the dwarves, the Plane of Suck, the Legara threat and beyond. But inbetween, what do they do? Where do they get all their fancy weapons and skills? What happens when Richard misplaces his fork during dinner? We aimed to answer those questions, and have players experience the daily life of this group. Which involves a lot of bickering and setting things on fire.

    Adapt it to the desired medium

    So now that we know our characters and our angle, we start to see how it could fit inside the structure of a videogame. We are in a fantasy world, we have multiple characters with different skills, violent battles and hilarious situations. So logically we end up with a 4-player coop hack-and-slash action-RPG.

    During our design process we wrote down these five design tenants, which influence all our decisions:

    Make players feel like they are part of the LFG world, not just a random fantasy world – include well-known locations, characters, events.
    Give players freedom – within reason, we want players to choose their own adventures.
    Pick up and play – players should be able to get into a session quickly and easily.
    Multiplayer – the game is focused on playing with friends, though it should not exclude single-player. Playing with others should have benefits to the challenge and the fun.
    Quirky crazy humor – If something has potential to be used as a joke, do so. We have to find the twist in every system, the joke in every quest description. If a player hasn’t laughed in 5 minutes, we missed an opportunity.
    Next we have to start thinking how this actually works. Games are all about repeatable actions, so we design the core gameplay loop, a simple flowchart that shows which things you’ll be doing in the game and how they interconnect:

    After that we look at each part of this flowchart and start designing the systems behind them. From the way you travel from dungeon to dungeon to the way the inventory works and what defeat means. I will highlight a few of these ideas in a later blogpost.

    Prototype

    Then comes the time to start prototyping each of these nuggets. Prototypes are super important to test these ideas before we spend time and money on making them. And once these prototypes feel right we can lock the design and go ahead with the actual production.  I’ll talk more about the combat and level design prototypes we made in an upcoming blogpost.


  • Painting color is a tricky thing. It´s easy to slap a few flat colors on something but to make them a harmonious whole, to know where to apply those tonal differences, that´s the hard part. Since I´ve started doing color studies the past few weeks I´m already starting to notice that where applying color and light once filled me with a minor sense of dread, it is now slowly becoming automatism. It is training to see more than training to paint, really.


  • I enjoy this show a lot, as I did it’s predecessor The West Wing. So when I happened across the iconic image of Will at the news desk I decided to do a quick paint of it, gave myself 20 minutes.

    I did finish it in that time, but I wasn’t happy with the likeness, so I spent another 20 minutes or so on it to polish it. Now it looks like Jeff Daniels at least! However I find myself liking the first image more. Maybe it’s an uncanny valley thing but I feel like the first one has more character, and especially that the lighting looks better. It’s weird.