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Member Since 14 Sep 2006
Offline Last Active Nov 07 2013 11:01 AM

Posts I've Made

In Topic: How to start off storyboarding

30 September 2013 - 04:25 PM

A few answers based on how I work, may not be for you, just my two cents on the subject. 


1) What is best way to collect and organize a bunch of note's and idea's?

A. This can vary but I have found Articy Draft to be a great tool to store your thoughts regarding characters, story, even map ideas, etc. http://www.nevigo.com/en/articydraft/overview/

Prior to this I would use old school pencil + paper in a large notepad and write down any thoughts that came to mind. I would carry this over to a word document which contained a more final version of the story, this step has been replaced with Articy Draft, and I find myself brainstorming using this software now. 

*Edit* The Articy Draft tool has student and education pricing as well I believe. Thought this was work adding since it can appear as expensive for someone starting out. 


2) How should I put the story together once I have enough notes and idea's for the game?

A. This is the part which requires some dedication, it is part creative thinking, and part sit down and just start writing. Set a block of time aside for yourself which is dedicated to writing and use that time to brainstorm and think about how your character(s) will be progressing from event A to event B in your story. Part of this is creative in the sense that you will get some 'cha-ching!' moments when you connect the dots spontaneously with an idea that just jumps to mind. The other half is actually theorizing what is missing from this chapter / story, what obstacles do my characters need, does this make sense. I would reccomend watching this clip regarding creativity from John Cleese back in the 90's. It is old but it is brilliant, and it is also explains why setting a certain amount of time aside for this sort of thing is importnant. http://www.youtube.com/watch?v=tmY4-RMB0YY


3) Should I name the game after the direction the story takes and the story is all written and finalized. Or should I figure out a name then have the story develop around the name I have picked out?

A. I have trouble naming things as I am working through them because things about the story change, or how I interpret the meaning of the story changes, I usually end up naming things after they are close to completion. (A lot of my work stays 'open' because I hate finalizing things completely tongue.png). Names to me are typically a reflection about what the story meaning is, or a summary of their journey, or even named after the character if the story is heavily focused through the viewpoint of that one character. 

4) Should the storyboard be included inside the design document for the game. Or should it be a separate document in itself?

A. Story boarding is the act of connecting different story panels together, traditionally used in comics, and animation. It is unlikely you are going to storyboard the entire story, otherwise you would have a lot of panels, but it is not unrealistic for your to storyboard the climatic events in your story, or choices for the dialogue in your story. These junctions can be story boarded in your game design document as more detailed examples of the event in that part of the story. General rule, there is no size constraint for your design document, if you are willing to put more info into the design to clarify things for those on the team then definitely add more information, as long as it does not confuse those who are reading it.


5) Where do I begin after all my other questions have been answered? 

A. If your goal is create the story for the game, then begin writing. Even if you are not 100% sure where your story is going, or what the story might be, set some time aside which is dedicated to writing and all things creative and just start. Writing down the story to events that happen at the end or the middle of the story is fine, you don't need to write it from beginning to end, just write what you have, and start somewhere. The important thing is that you START, not how or where you start. 

In Topic: Newbies at Game Dezign

30 September 2013 - 03:27 PM

I agree with Jbadams, not a lot of depth here in this post, but I appreciate you providing encouragement to others and trying to consolidate some basic tutorials for these platforms. 


I am not sure what your skill level is at, but your post almost feels like you yourself are trying to break through that learning curve and this is a method you are using to help you wrap your head around the different platforms and methods to publishing a game. If that is the case there are some great tutorial links to some of these platforms like Unity in the forums, one great link since I have it handy is, http://walkerboystudio.com/html/unity_training___free__.html.


Otherwise if you have some experience with one or more of these platforms and are looking to contribute, I would love to see some more tutorials coming from you. Even if you are not an expert, these 'tutorials' can be good for others and yourself as a learning mechanism, as long as the information is accurate of course. 

In Topic: Drawing beginner, need some targeted tutorials

30 September 2013 - 02:47 PM

@Sun, Yeah I was talking about life drawing. I am not at the point where art is required, I am still working out the mechanics in the code, and I am just using blocks and so forth to represent the characters. I understand what you are saying and I don't expect to be able to draw quality character models by the time art is required, this is something I am doing for my own interest to see if it is something I enjoy, and if so will continue to work at it. If I give it some patience and time I think I will begin to enjoy it, I just want a way to express some of my thoughts on paper as I feel artistically stuck. I am dabbling in different mediums, writing, drawing, etc to see what appeals the most. I use to be able to draw somewhat in school but seemed to have lost a bit of that over the years. That is the frustrating part, being able to visualize something in detail but not being able to reproduce that on paper.

In Topic: Drawing beginner, need some targeted tutorials

30 September 2013 - 09:38 AM

Thank you Sun! I have watched a couple artists demonstrate some of Andrew Loomis's techniques, particularly with drawing the heads proportions, and I did find it very useful. I think I have forgot them now, so maybe I should pick up a copy myself!


While it's not my goal to necessarily be able to draw still life (trust me that goal would be far far away anyhow) I have read that in order to draw anime, and other none proportionate styles, it is important to understand the proper physical proportions. Something about drawing anime is a form of abstraction, taking away from what would normally be there, and you cannot properly abstract from a drawing without understand what should be there to begin with. 


This scares me since I am a complete beginner, and my motivation is to create my own game art since I am doing a solo game project which has no artist. I support I just have to be patient and practice, and nothing I do right now has to be perfect anyway.


Love anime btw.

In Topic: Drawing beginner, need some targeted tutorials

26 September 2013 - 04:21 PM

Prinz, thank you for the advice, I have already ordered the recommended book through Amazon and should arrive by Tuesday! Your article is amazing, so full of information, it will take a multiple reviews to let some of that sink in. 


I was previously familiar with the concept that a typical human proportion is about 7-8 heads in length, how do you utilize that when you are drawing? Are you constantly aware of this while you are sketching, or is something that new artists should be aware of until they are comfortable sizing up their sketches without measuring? Obviously the proportion is based on the look the artist is going for, but if one wanted to keep things proportionate, do they measure each drawing?