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  Kim Swift On Creating Quantum Conundrum
by Frank Cifaldi, Brandon Sheffield [Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
October 12, 2011 Article Start Previous Page 4 of 4
 

Can we go back to design composition a bit? I found that really interesting, as far as visual cues and making a player go where you want them to go.

KS: It's composing a scene like you would for a painting. So let's say I have a basic room [Swift sketches on paper] and I want the player to go here, right? So what I want to do as far as geometry is, let's say, let's have these walls curve in, because it's going to lead your eye along this line here. And you can see, we've done that quite a bit with our curves and angles.



It's not just because they're just quirky and fun, they actually help point and compose the scene where we want you to look. So in the case of, say, this image here, we wanted you to look at the image of Professor Quadwrangle. We wanted you to look at all the stuff over there in the corner, and we also wanted you to look at the ledge up there too.

So as you're coming in this room, I immediately want you to look at the right. Even though there's important stuff to the left, I want you to look at the right. So the way I lit this particular scene is because there's two windows up here on the side, I wanted you to look off to the right. So I made sure to use a light that cast at kind of an extreme angle, because that tends to look the best.

It's creating an effect where it's kind of leading you with the lights.

KS: Exactly. So not only are you lighting this space because you want to cast light in that area -- because lighter spaces, people are attracted to something that's light as opposed to dark. And then in addition to that, I'm using the negative space of the window itself to basically be an arrow that says, hey! Look over here!

I would have never noticed that.

KS: Mm-hmm. But it's those little subtle things that people don't really notice. But once you look at it from a compositional standpoint, that's what's going on.

Do you have a background in art composition?

KS: I have a rough art background. I used to do comics a long time ago. I've kind of been all over the place as far as disciplines go.

Well, as a game designer, you kind of have to be.

KS: Yeah. I have a little bit of an art background, and then went to school for computer science. So I've done programming and I've done art, and now I kind of do design, which is a little bit of column A and a little bit of column B.

Is this what you've been working on since you went to Airtight?

KS: I had a short stint with another project for a very short period of time, but it eventually got cancelled. Then we started this one right away. I joined in... November of 2009? We worked on that one for eight or nine months, then we started late spring to prototype and shopping for a publisher around summer of last year. So we've been working on this for a little over a year.

What's the target demographic for this game? Looking at it, it could be cartoony, or it could be for the young at heart.

KS: We wanted to walk the line of not alienating a particular audience. So we wanted to entice kids while at the same time not making hardcore first-person shooter players go, "Ugh, oh my God, this looks like a game for five-year-olds. What is this crap?" So we definitely are trying to walk the line in terms of keeping the humor in the art style as well -- give you a good giggle. As well as using bright, saturated colors just because, I don't know, we felt it fit more with the game.

Is this being developed as an IP that could be commercialized also?

KS: You'd have to ask them [laughs, pointing at a Square rep].

So it's Square's IP.

KS: Yeah, it is now!

 
Article Start Previous Page 4 of 4
 
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Comments

Hamish Todd
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There are two other good FPS puzzle platformers.



Somnia - http://crypticsea.blogspot.com/2009/06/somnia-play-it.html which is seriously the best prototype I've ever played.



And Antichamber/Hazard: The Journey of life - again available only in prototype, but an excellent excellent game which unlike Somnia is being fleshed out http://hazard-the-journey-of-life.en.softonic.com/



I'm not trying to look clever - as prototypes, I know they're minor cases. They seriously need a shout though.

Hamish Todd
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Huh, I'm thinking of more now, like QUBE, Devil's Tuning Fork, Paradox Shift, Unfinished Swan and Tag: the power of paint... those first two are the best though.



Again these are only prototypes. This tells us one thing: Portal has been pretty damn influential.

warren blyth
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I was going to mention that "the Ball" was a puzzle FPS. maybe not a great game (? I didn't complete it, and sometimes felt a little bored), but I'd say it counts. no?



or am I missing something?



(I'm tempted to suggest Amnesia was a puzzle FPS... but I guess it's better described as a horror survival FPS.? Is the key that a "FPS platforming puzzler" has to eschew violence? or does it have to entirely focus it's story/setting on a puzzle solving conceit? Amnesia has parts about jumping from one thing to another. other parts about stacking physics objects to reach things.)



-thanks for all these links/names by the way. Tag was the only one i'd heard of before.

Hamish Todd
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@Rog We're not talking about portalling games, we're talking about puzzle platforming FPSs.



@warren Don't mention it, here's some more that popped into my head!



In order of recommended-ness:



Antimatière http://www.indiegames.com/2011/02/browser_game_pick_antimatire_e.html I shouldn't have forgotten this one.



http://s3.amazonaws.com/ld48/index.html

http://ian.janasnyder.com/feign_2.html

http://bartbonte.com/14locks/



And even more trailers to come:

http://www.rockpapershotgun.com/2011/07/01/brain-bending-torsion/

http://www.rockpapershotgun.com/2011/01/07/stress-the-abstract-fract- beta/



=/ someone should do an article on these things. Or commission me to do one!



Devil's Tuning Fork, by the way, isn't much worth playing past the first three puzzles. That'll sound odd, but seriously, the last levels are barely-disguised and roundabout retreads of the first ones.



Somnia, Antichamber, and Antimatière - those are the most important.

Christopher Supino
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Why hasn't Mirrors Edge been mentioned?

Joel Bitar
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Why should mirrors edge be mentioned here?



I think ME was a great game, but you could literally run straight through it without ever stopping to think about anything, just follow the colours.



I think this was a great way to play the game as it added to the feeling of stress and being on the run, but fps-wise it's more of an opposite to portal than even the CODs.

Lance Burkett
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@Joel



But when you turn the colours off, then it turns into a really good puzzle game.

Joe Wreschnig
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If you just follow the colors you'll beat the level, but usually in slow and uncreative ways.

Joshua King
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Is there shooting in any of these games? It bothers me that folk so often use "FPS" to describe a game that is simply just using a First-Person view which is _very_ different to what you expect to get from an FPS game. Do I need to get a life?

Lance Burkett
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The meaning of words change, but the connotations usually remain the same. DEAL WITH IT! :D


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