TAG | indie game dev
We are back in the studio for 2016 and it’s going to be a fantastic year!
Last year, I learnt so much about writing, level design, puzzle design, music, art and play testing. As a team we found a process of designing, building, iterating and testing that feels good for us. We’re looking to build on that this year and deliver a game that we’re proud of.
In the mean time, you’ll notice that in this AMAZING picture!! Our characters have come to life thanks to our animator who is now regularly working with us in the studio. Seeing this for the first time gave me all the feels and is definitely one of my fav gifs of 2015, sorry it took me so long to show it to you!! <3 <3
All the best for your creative projects this year.
Happy New Year from all of us here in The Voxel Agents studio. 😀
Level Transition Concept for The Time Project
We have been having some brainstorm meetings to figure out a natural way to transition between levels. It has to make sense to the game and to the story.
Our adventurers arrive at their destination and they move on. But to where, and how? And what does this mean in a game about time?
We will let you know!
Hi everyone, I wanted to share some of the latest concepts for The Time Project.
These quick sketches help give us an idea about the inherent drama in a landscape (high places, narrow walkways) and how we might use that to help with conveying emotion and story.
Meanwhile, I’ve been working with Jon to conceive of a story that translates well to the landscapes our adventures will be moving through. It’s not easy but I think we’re getting somewhere!
We call this level The Spires and it’s come a long way. We’ve been play testing and trying to figure out the best pacing for the puzzles in this environment. Extending the colour palette and adding new things into the scene to give it more of a story and more meaning.
There is a lot more concepts to do but we are starting to get a good workflow going!
I think Henrik looks like he is having too much fun to be working!
This is what level design looks like in the office at the moment. Henrik was saying that it helps him map out the path of our adventurers in a 3D, rotating environment. He will then take photos and experiment with puzzle positioning in Photoshop. Can’t wait to see all the different prototypes we will have!
The Time Project – Our adventurers scale a mountain and are faced with a puzzle.
We’ve been working a lot on the presentation of ‘blocks’ and puzzles. We have been through lots of art treatments and this is the one holding up at the moment! 🙂
Concept artwork for the puzzles in The Time Project
We’re having lots of discussions about how to make sure the puzzles are clearly asking the player a question. The language has to be consistent, succinct and provide a way for the player to interact. Not as easy as it sounds but I think we’re getting some good ideas going. 🙂
Tree builder exploration in Unity.
We are getting real blossoms, guys!