Glad you came on by!
This old place?
It was nothing. We just REDESIGNED IT FROM THE GROUND UP! Thanks for noticing!
“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 …
Advice for starting a indie studio.
We’re almost there! Just a few more days of crunch.