Trudy’s environments. 


Posted by Radek on September 2nd, 2010.

Categories: trudy's mechanicals.

Although we’re still experimenting with the ideal look for Trudy’s maps, we’ve already done a large amount of work on the game’s environments. Of course as an iPad game, there were various technical and usability issues we had to take into consideration:

  • In order to clearly indicate unit size and movement, we utilized a traditional grid structure. To properly accommodate for the iPad’s touch interface, though, the on-screen grid had to be big enough to allow easy and accurate finger-control.
  • Short-bursts of gameplay are great for handheld devices, so we made our maps relatively small. As a starting point, we settled on a 20×15 grid to match the iPad’s 4:3 aspect ratio.
  • Maps that scroll require additional input and brainpower to keep track of all the units, so we decided to squeeze everything into one screen. This went hand-in-hand with our small maps approach, and had the added benefit of giving off a boardgame-like vibe (which is also perfect for potential multiplayer modes).
  • In order to set ourselves apart from other tactics games, we went with a fully 3D environment. This allowed us more flexibility with the level design, but presented the rather large issue of camera position/angle. Although we’re committed to an orthogonal projection, we’re still messing around with traditional top-down vs. isometric views, and some hybrid ones as well.

Below you can see the early evolution of Trudy’s test map:

Trudy Underworld 1 Trudys environments.

The initial layout of an area in the sewer-like Underworld.

Trudy Underworld 2 Trudys environments.

A superimposed grid detailing the map's composition.

Trudy Underworld 3 Trudys environments.

Early texturing pass for a dimetric view. Although it makes for some interesting shapes, it also wastes a ton of screen real-estate.

Trudy Underworld 4 Trudys environments.

Conversely, the top-down view uses every inch of the screen, but still looks much flatter. Ambient occlusion would help it pop a bit more, but not nearly as much as a skewed camera angle.

Trudy Underworld 5 Trudys environments.

A perspective view of the test map. It's not properly lit just yet, but it already utilizes diffuse, normal, specular and glow maps.

We’ve stress-tested the map with the maximum number of units and got a pretty good frame rate. Of course it’s expected to drop once we add shader and particle effects, as well as HUD pieces, but we’re pretty confident we can lock it at a steady 30 FPS.

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Announcing The CO2 Connection! 


Posted by Radek on August 29th, 2010.

Categories: announcements, concepts, contract work, screenshots.

Our latest work-for-hire is another title in the Kelvin Adventures series entitled “The CO2 Connection.” Developed with Unity3D, The CO2 Connection is an educational kids game that revolves around sequestering CO2, a process by which carbon emissions are safely stored underground.

Throughout the game, the player explores various regions of Alberta and builds a network of pipelines to properly extract, transport and sequester carbon pollution. The gameplay combines exploration and resource management, with a handful of minigames that give a clear, scientific view of the numerous steps involved in the sequestering process.

Below are some of our early concept pieces created by Abel Oroz, as well as a few preliminary in-game screenshots.

CO2 Connection characters Announcing The CO2 Connection!CO2 Connection badlands concept Announcing The CO2 Connection!CO2 Connection tree concept Announcing The CO2 Connection!CO2 Connection downtown concept Announcing The CO2 Connection! CO2 Connection screenshot 1 Announcing The CO2 Connection!CO2 Connection screenshot 2 Announcing The CO2 Connection!

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Trudy concept dump #2. 


Posted by Radek on August 20th, 2010.

Categories: concepts, trudy's mechanicals.

Second batch of our concept art for Trudy’s Mechanicals.

bruiser01 Trudy concept dump #2.

The initial designs of the Bruiser and his plated armour had too much of a medieval look.

bruiser final Trudy concept dump #2.

The Bruiser's final form with accentuated shoulder and shin pads, perfect for absorbing damage and bowling over enemies.

chest Trudy concept dump #2.

A booby-trapped chest.

corsair01 Trudy concept dump #2.

Early sketches of the Corsair and his mechanized saw-sword.

barrel Trudy concept dump #2.

An explosive steampunk barrel!

miner01 Trudy concept dump #2.

The original Miner sketch with no hard-hat and a hand-held drill-lance...

miner final Trudy concept dump #2.

...and the finished Mechanic, complete with an attached drill and a powerful nailgun.

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