Archive for August, 2009
Design roundup #1.
Posted by The Management in design on August 28, 2009

Whenever I sit down to write an article about some aspect of game design, I always do a bit of research first. Often I run into works that already cover the topic, usually more extensively than I would have, so I scrap it. That doesn’t make these existing pieces any less valid, though, so I’ve decided to periodically highlight them.
Also, there’s a lot of information out there that isn’t specifically aimed at videogame design: neuroscience, prose, psychology, etc. Articles that discuss these topics can still be quite useful for a designer, so I’ll try to include them as well.
- An Easy Way to Increase Creativity – The concept of creativity is somewhat ethereal, but this Scientific American article goes over some concrete techniques for “thinking outside the box.”
- Yomi Layer 3: Knowing the Mind of the Opponent – David Sirlin’s excellent piece on predicting and conditioning one’s foe in competitive gaming.
- Intelligent Brawling – Tom Smith’s Gamasutra post on the more subtle mechanics of 3D brawlers and how they influenced the production of Nihilistic’s/THQ’s Conan.
How I got art for my game, part 3.
Posted by The Management in art, projects on August 16, 2009

Having decided to move away from pixel art, I returned to ConceptArt.org to search for higher-res artists. Although my preference was for a style resembling Alice’s, I was open to other interpretations. After all, the characters would have to take on more deformed proportions to properly fit the dimensions, so there was no point in disqualifying CG renders, sketch-animations, etc.
The requirements for the job stayed about the same:
- 1 background, 1280×720, with some decorative objects that could be moved around.
- 1 “unit” type consisting of 4 different colour versions, with each version comprising 8 angles (3 of them simply flipped) and 4 animations per angle.
- 4 different enemy types, with 4 animations per enemy and one or two special animations.
I kept the $800 as the initial offer for this work. I was prepared to see this figure fluctuate based on the utilized style and its requirements, but I also thought it was good starting point.
As I found out prior to making my post, ads that pay more than $500 have their own section on ConceptArt and require a $50 fee to be posted. Since I previously had a positive experience with the site, I decided the price was worth it. Our IncubatorGames profile, though, listed us as a group, and I made the payment under my name, Radek Koncewicz. As a result, there was some confusion over the post and it didn’t initially go up, but the matter was quickly resolved after I contacted some of the forum administrators.
All in all, the ad generated about 50 responses.
Now the thing with pixel artists is that most of them create tiles, objects, animations, etc., as a matter of course. However, with illustrators animations are much more of a specialty. Lots of submissions showcased amazing background and character work, but very few contained examples of animations. This had me a little concerned, so I decided to request some mock-ups. Not wanting to alienate any of the artists, I offered $20 each for a simple animation test. It wasn’t a lot, but it was better than nothing. From our point of view, it also quickly added another $120 that we had to spend (although one of the artists was nice enough to actually send the money back when we didn’t choose him).
This turned out to have been a very good idea. The results were varied in style and quality, and really helped to showcase each individual’s ability to interpret and produce based on our directions. I realize that extra mockup payments might not always be feasible, but I highly recommend this extra step if things seem uncertain.
In the end, we decided to go with IMGNATION, a Brazilian art studio that had worked on videogames in the past. They accepted the $800 fee, with the only “extra” being a request to be credited in the game (which I was going to do anyway for all the contractors involved).

The finished background. I ended up playing around with it in Photoshop to create the 7 different backgrounds we had in the demo.
The people at IMGNATION who worked on Tribes of Mexica were Marcus Severo de Moura, Rafael Batista Sarmento and Orlando Fonseca Jr., the studio’s project director. I only ever talked to Orlando, and initially he broke down the tasks as follows: background, 30% of the work, units, 20% of the work, and enemies, 50% of the work. Eventually the workload proved to be closer to: background, 20% of the work, units, 30% of the work, and enemies, 50% of the work.
Working with an actual studio meant that it was a bit harder to play things by the ear, but it also meant that — as a business — they’d work hard not to miss any deadlines. Gearing up for our own deadline, it was definitely nice not to have to worry about art deliverables being late.
The final background we received was great, and the animations were nice despite relying a lot on transformations (movement, scaling and rotations that are the staple of Flash “tween” animations). Granted IMGNATION was working on these animations while we were putting together a rough system to play them in the game, so things were not as optimized as they could have been. Hopefully this process will be improved in the future as we develop and fine-tune more tools.
With the core and concept art out of the way, we had all the vital components. However, there were still plenty of other visuals missing, which I’ll cover in the next entry.
Next Tribes of Mexica post.
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Maximo bits.
Posted by The Management in games on August 13, 2009

Maximo: Ghosts to Glory is a PS2 game that’s something of a spiritual sequel to the Ghosts ‘n’ Goblins series (complete with a GG subtitle). Considering that Capcom hasn’t shied away from branding new games with their old IPs no matter how little these new titles resemble their forefathers (e.g., Bionic Commando), it’s a little surprising this wasn’t an official sequel.
Regardless, here are the bits:
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Blog stats.
Posted by The Management in miscellaneous on August 8, 2009

Well, it’s been just over half a year since I started the blog, so I figured I’d post some stats on how thing have been going.
Top 5 posts:
Initially my largest-traffic posts were the “bits,” especially ones that referenced fairly recent games, e.g., Fable 2. I’m rather pleased that the articles discussing game design eventually took over, though. Below is a list of my top 5 posts and the amount of individual hits each one received.
- What made those old, 2D platformers so great? (21, 048)
- A layman’s guide to projection in videogames. (6, 772)
- How I got art for my game, part 1. (6, 294)
- The 1-pixel collision box. (6, 252)
- The magic of secrets. (5, 710)
Top 5 individual referrers:
I get quite a bit of regular traffic from various sites, but these were the top sources for individual posts.
- Slashdot (9, 010)
- Reddit (3, 792)
- Plaza.fi (2, 203)
- Blue’s News (1, 132)
- StumbleUpon (1, 094)
Top 5 search engine terms:
To be completely honest, some variation of GTA takes up all of the top five spots in this category. Every day I get about 25 hits from these searches, but since listing “hot coffee” 5 times wouldn’t be as interesting, I’m including spots 6 through 9 as well.
- hot coffee mod (789)
- blazblue (282)
- escher (245)
- touhou (196)
- ink splatter (169)
Top 5 funniest and oddest search engine terms:
These aren’t nearly as common as the ones above, but they have made me pause and/or snicker every so often.
- real hot sex – Boy, someone must’ve been really disappointed! But aren’t there billions of sites that should show up before mine if you google that?
- cattle prods for sale – Once again, sorry to disappoint.
- hidden stairway next to royal mausoleum – This one’s just very specific, and it made think of someone planning an elaborate heist.
- cars attack video games – Everyone seems to have it out for videogames these days…
- renaissance paupers – Well, I do consider myself an authority on the subject, but this was still a little surprising.
Average daily traffic:
Over the span of 6 months, I’ve averaged 550 hits a day. This number is a bit skewed, though, as the traffic tends to spike up periodically. Basically I get 250-350 visits a day, and when I write a post that gets a lot of attention, I get a couple thousands hits over the span of 1-3 days.
The experience has been quite good overall. I like jotting down all these miscellaneous thoughts, and the topics I’ve covered have led me to meet some pretty interesting people (and two individual freelance design gigs to boot).
Hopefully the next 6 months will be just as eventful.
Tribes of Mexica DreamBuildPlay contest entry.
Posted by The Management in projects on August 6, 2009

It’s finally done, and none too soon either.
The idea behind that splash-page is stolen from the Xona Games guys, by the way, except I designed our version to be compatible with lower resolutions without the need to scroll. It’s still temporary, but I think its’ a good bare-bones placeholder.
With that out of the way, regular programming will now resume…
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Hi, my name’s Radek Koncewicz, and I work as a videogame design consultant. I'm also the creative lead of