Posts tagged with “art”

Get YOUR name in our Game! Child’s Play Auction and Dinner 2011

The Child’s Play Charity Auction and Dinner is happening on December 8th 2011 in Seattle, and Fire Hose has a pretty sweet set of items for the auction block.

Before we tell you about that though, how about a bit on Child’s Play?

Child’s Play was started in 2003 by Mike Krahulik and Jerry Holkins (you may know them better as Gabe and Tycho of Penny Arcade fame) in response to the media’s negative portrayl of video gaming culture and of gamers themselves. The two called the gaming community to arms and asked them to donate to the Seattle Children’s hospital during the holiday season.

In that first year the charity raised over $250,000 worth of toys, games, and other gifts; the charity has raised nearly 10 million dollars to date.

The goal of Child’s Play is to positively impact the life of a child through the power of play. Tonight you can bid on items donated by people throughout the gaming community the proceeds of which will go to Child’s Play.

Last year we auctioned off a limited edition poster signed by the dev team and the oppurtunity to name one of the characters of Slam Bolt Scrappers.

This year we have donated the opportunity to immortalize yourself in our game, Go Home Dinosaurs! The winning bidder will get to see his or her name as a dinosaur, on a store sign, on a badass weapon, or something so cool that we have not thought of it yet.

The winning bidder will also be given a one of a kind drawing from Jacques Pena as well as a copy of the game.

Not going to the auction? No worries! You can still donate to this great cause by following this link.

People attending the auction tonight will have a chance to bid on this ridiculously awesome piece of art penned by Jacques Pena!

 

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Go Home Dinosaurs! at PAX!

We just got back from PAX, and the show was AWESOME! We had an absolutely amazing time, and I’ll follow up soon with pictures and stories from the show. But first let’s talk GO HOME DINOSAURS! Or better yet, let’s start off with with a video shot by Stephen Totilo, the rock star reporter over at Kotaku that gives voice to all the small indies with awesome games. Take a look and you can see the game in action!

As you can see we’ve been busy – we’ve already got a few levels and the art style locked down, along with most of the core functionality. It’s been a crazy few months! We’re still going hard, and we’ll be adding in tons more content and features over the months to come. So if you live near Boston now is the time to start bugging us about coming in to try it out!

It was incredible seeing so many people playing and enjoying our game. Especially considering how nervous we were about putting it out at the show too early! We had tons of kids mesmerized by dinosaurs, hardcore gamers who were determined to protect their BBQ, and couples who wound up playing together. SO COOL. I can’t wait to post pictures.

And let’s not forget the press! Here’s what other people are saying about the game:


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Marvel Comic Inspires New Slam Bolt Scrappers Art

Hello True Believers,

As Alec noted last week, Issue #1 of the new FF series (the successor to Fantastic Four, now that Johnny Storm has been killed, penciled by Steve Epting) shows Franklin Richards (son of Reed and Sue) playing a video game he has just lost, and that game is Slam Bolt Scrappers!

 

The shot is from SBS circa Fall 2010 (after PAX Prime, when the health bars were vertical instead of horizontal, many months before release).

Here is the actual image they found on the web and used!:

 

And here is a side-by-side of the comic art and the original:

 

As far as we can tell, they set the Hue (in Hue/Saturation) to 180 and then the Cutout filter was applied (before the non-SBS text was overlayed).

In the process of unraveling this, I started playing with the Cutout filter and the Hue/Saturation of other shots from the game. Here were some of my favorites. What do you think? Any of these worth a spot in the Modern Museum of Art?

 

And the ultimate question: Are the results as cool when this is tried in other games, or is it only in the splendid chaos of Slam Bolt Scrappers?

–Jason

P.S. Hey Steve Epting: next time you are in Boston, come visit us!

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How We All Play Together – Game Design at Fire Hose

“Should this be moving faster?”
“Is this anticipation long enough to be readable?”
“Can it be more awesome?”

For this post I wanted to discuss how the different departments here at Fire Hose influence each other and how we answer some of the above questions when designing a new feature. It will tend to have a bit of an art-focus since animation is the main thing I contribute to the company. In my next post, I’ll go a little more in depth with the art pipeline and walk through a character from design to implementation.

It all starts with a design pitch. This doesn’t necessarily refer to the way the character looks (although we sometimes worked that way too) but it is usually a discussion on how the character will behave in the context of the game.  Here we just try to work out some very broad strokes and create a rough outline of how we want things to take shape.

Of course an actual design document eventually gets into far greater detail than this, but here is the “skeleton” from which we started:

  1. The character will be appearing at point X in game.
  2. This character will need the following props/weapons/vehicles.
  3. The character will move in this certain way and is in environment Y and we’ll have to consider that in its design.
  4. Attacking this character will make use of a special ability or a certain technique.

It’s really important to note that nothing in this design pitch is a concrete mandate. That’s really the beauty of being at a smaller studio; the design process is this totally organic and ever-evolving process that makes use of everyone’s talents.

After this pitch, art, code and design will sit down for an initial brainstorm on what kind of character design and motion would best fit our gameplay thus far. These sessions are usually my favorite part of game development (aside from making stuff move of course!). We just sit down together and blurt out whatever we think might look awesome or feel really cool while you’re playing. It’s like this creative stream of consciousness that is crazy fun and surprisingly productive at the same time.  It’s here where we plan out most of what you’ll see a character do in-game.

These sessions have a huge influence over the entire studio as well.  When we discuss a new idea, we’re potentially inviting many more people into the discussion.  Weapons will need concept, behaviors will need animation, animation will need code support. All of these things get passed back and forth through several iterations as we test. It’s important that we stay aware of the fact that decisions you make can greatly affect someone else’s work and also not to get too attached to certain things, as they can be changed or cut for various reasons.

A major driving force behind the company is everyone’s willingness to give and receive feedback on those ideas. Though not everyone will fancy their selves a designer or an artist, opinions are always welcomed and expected throughout the evolution of the project.  We always try to stay aware of the steps being taken by each other while still allowing people enough “heads-down” time to really crank on the features they’re working on.  Catching that stride in game development is an awesome feeling: when it seems like the bunch of you are moving together as this hive mind, buzzing along and complimenting each other’s genius. It certainly is a huge perk of being at a smaller studio.

So in my next post I’m going to show a bit more of the actual art process here at Fire Hose. Stay tuned!

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What We’re Playing: Every Day the Same Dream

Oh no! Look out behind you! THE CAR IS GONNA RUN YOU OVER!.... not really.

Video games are fun, fast paced affairs in colorful worlds radically different from our own with fantastic challenges and amazing scenery. At least, MOST video games are like that. And then there’s Every Day the Same Dream, by Molleindustria (the same guys that did the McDonald’s video game, which is probably deserving of its own post). EDtSD is very different from your typical video game fare; in it you play as a worker in a factory looking for some meaning in life. The game is slow, the colors are drab, the action is uninspiring, and the goal unclear. But the game really shines as an analogy for what life can be like, and is definitely worth playing through until the end. Go give it a shot!

Oh, and this game is totally ert.

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