Posts Tagged ‘models’

Anatomy Photos

May 7, 2010 Leave a comment

I’ve always found this site to be pretty reliable, and chock full of references for modeling and character sheets.

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Folklore : Specific Shortcutting Strategies

February 16, 2008 Leave a comment

The final article on Folklore, we’ll cover shortcuts specifically used in Folklore. A few of these strategies can be applied to other games as well, but there certainly are a few clever ones specific to Folklore itself, and with that makes me appreciate the thought and effort put into making this game from a small concept to a reality. Looking at the staffing, they had only a handful of artists for environment modeling, yet they had over 20 artists for animations, and another nice handful for character modeling. Obviously, shortcuts had to be taken otherwise the project would not ship on time and on budget.

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Folklore : Industry Shortcuts

February 6, 2008 6 comments

Every development cycle requires that the team takes as little resources as possible to create the maximum amount of content and playability. As a result, many clever techniques must be used to reduce workload. Some call it “cheating” some call it “shortcuts”, but I prefer to call it “efficiency”.

Folklore is no different in this instance. It, like many other games, does as much as it can in order to create as much content as possible in the least amount of time. After all, in the game industry, there are tight deadlines to meet, and lots of overtime that is required to cover it. This post will cover some of the “tricks of the trade”. Knowing what these are will give you a better insight on how the rest of the game industry functions.

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Folklore : Art Production

January 21, 2008 5 comments

Art production is a very key factor in the whole process of making a game. It’s important to know and plan out the art assets correctly to avoid potential problems near the end of the project.

Continuing on with my previous post on Folklore’s development process, let’s focus a bit on the art assets. The biggest telltale sign of the Folklore team’s first environment would have to be the Faery Realm. The reason this is so is evident in their first demo, which features the Faery Realm, and Warcadia. Sounds like the obvious of course, but there are other things that point to that, and the reason I’m going into it is because it sheds light on their production process.

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Folklore : Development Process

January 20, 2008 2 comments

I’m getting incredibly close to finishing Folklore for the Playstation 3, so I felt it was time I did a review on it. However, rather than presenting a typical review, here is more of an in-depth look at how they actually made the game, and how these practices should be used more in the game industry. Now, this is all purely speculation, but by applying industry experience to it, I think some of my speculations should be fairly accurate.

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