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  Building A Fantasy World - The Art Direction Of Kingdoms of Amalur: Reckoning
by Christian Nutt [Design, Art, Interview]
12 comments Share on Twitter Share on Facebook RSS
 
 
November 28, 2011 Article Start Page 1 of 4 Next
 

In 2006, star Major League Baseball pitcher Curt Schilling formed a company, now called 38 Studios, to create an MMO. That game, codenamed Copernicus, is still in development at the company's Rhode Island headquarters. He sought the cooperation of big names -- artist Todd McFarlane, creator of Spawn, and R.A. Salvatore, the author behind the popular Drizzt Do'Urden books -- to help flesh out his franchise.

In 2009, Schilling's company acquired Big Huge Games from THQ and backed the studio's work on what would become Kingdoms of Amalur: Recknoning, a single player game based on the same lore and world as Copernicus, but overseen by Morrowind and Oblivion lead designer Ken Rolston. Due early next year, the game is a complicated and expansive undertaking that transformed from an original IP Big Huge was creating into a key piece of the Kingdoms of Amalur mythology.



Gamasutra recently spoke to Tim Coman, studio and project art director of Big Huge Games, about creating the game in concert with 38, working with Schilling and McFarlane, and the changes the project saw as it moved from an original title to part of a larger universe of IP.

He also talks at length about the studio's philosophy toward art direction and its process for creating a look for the game that stands out, while serving the needs of the project.

First of all, with fantasy, the influence of other things like the work Weta has done on Lord of the Rings looms large over the last five years, and probably the next five years of the way fantasy is being imagined for screens. I was wondering if you could talk about that.

Tim Coman: Sure. I'm obviously a huge fan of Peter Jackson and Weta. When people really take a look at the genre, they really tend to go one of two ways. One is that they try to basically kind of make a photoreal version of that. So, for Lord of the Rings for example, it's like the idea that makes it fantastical is you see Gandalf running around an epic landscape, but the landscape looks real.

For us, we kind of went the other direction with it. We really wanted to design everything. So everything is designed. Like, the ground is designed. The trees are designed. The weapons... Everything has like a style to it. It's like a production design. It's almost approaching like a Pixar film, you know what I mean. They can't run out and do photo reference for that. They really have to design it from the ground up.

So, for us, that was really what we wanted to do. We really wanted to make something crafted from the beginning to the end, especially in this genre. Again, you want to find your own way to try to contribute to that, regardless of all the influences that come in. It's one of the things we always talk about.

If you're really doing the job right, you really should be trying to find your own identity, and do what's right for the project. As opposed to trying to say, "Well, this other project did it this way," or "This movie did it this way." So we're really trying to build it from the ground up based off the needs of the individual project.

The other big thing is World of Warcraft, right? WoW dominates the fantasy space in games. How has that had an effect on your art direction?

TC: There are a number of titles that [you can] bring up in relation to this genre. I think there are always kind of the go-to things. When we started making the game, we really didn't set out to try to re-create anybody's style. We really wanted to have our own unique kind of thing.

But I think once you point to kind of the edges of where people have gone in this genre, either you're trying to re-create reality or where you're trying to do a production design where you're really building every asset from the ground up. So, certainly some of the things you can point to in our game are very colorful. For us, that was one of the key ideas behind what we were doing.

I think you saw this a lot when the next generation hardware came out. There was a process called bleach bypass, which is a film technique, where everything has that kind of washed out look, where white highlights bloom and everything has a kind of desaturated look to it. For a while, it was like if you wanted your game to look next gen, it had to have that look to it.

For me, I always wanted to, from an art direction standpoint, look at something and say we shouldn't be basing design necessarily off of the hardware. You should be basing it off of what's right for the title. So, for us, we really wanted to combine the idea of building everything from the ground up... We've got tons and tons of concept art where we build these ideas around this stuff.

So, what we would do is we wouldn't necessarily try to say, "Okay, what is the hardware good at?" What we would do is we'd say in those cases where we would build something unique would be based on our engine, what our engine could do, and play to the strengths of that. For us, it's like the big picture of things, like making sure we have our own identity...

I always look at this as, if you took screenshots of like five different games in the genre, would you be able to pick ours out of the lineup? So, for us, that was really kind of the angle for it. Even in the other games we've talked about, it's like, "that has its own unique style, and I admire their art direction, it's fantastic." But it's certainly one of those things where we didn't walk around saying, "What would they do?", do you know what I mean? We always kind of say, "What should we do? What's right for the project?"

 
Article Start Page 1 of 4 Next
 
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Comments

Harry Fields
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I'm actually looking forward to this one. Dunno why, but I think Curt has good taste in games and a solid understanding of addictive mechanics. I don't know anyone at 38 but if he's surrounded himself with solid talent, I think this title has the possibility to be a fun diversion. It certainly has a nice aesthetic.

E McNeill
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I love R.A. Salvatore, I love Ken Rolston, I love Big Huge Games, I love open world RPGs, and I love original IPs. And everything they're saying in here sounds awesome to me. All that said, the video demos I've seen so far look terribly generic and soulless... so I choose to stay skeptical until release.

sean lindskog
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Tim Coman sounds like a great art director. I like his process, and the way he involves his team. I also like how he talks about different art styles (bright WoW, desaturated "next gen") without putting them down, but rather just as being different, and instead focuses on what was right for Kingdoms of Amalur. The artwork I've seen for the game looks very good.

David McGraw
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The passion emitting from this team is amazing. Every time I hear or read something come out of a team member I get amped. Awesome culture.



The game's art direction is really fantastic. I completely agree with Tim when he pointed out how frequent folks are pushing sequels. To have an origional IP to explore is going to be awesome.



@McNeill: I'm curious to see how you're viewing this thing. Define soulless / generic? What are you seeing (or not)?

E McNeill
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I watched a video demo of the game (www.youtube.com/watch?v=AK3Mfn2smqo) and came away feeling like they were trying to check off all the standard "hardcore RPG" boxes. Loot, XP, crafting, races, etc. etc. These aren't bad things to have, but I don't think they're a good starting point in design. They should serve the broader game.



Beyond that, the writing and themes seemed far too familiar. Other elements too: "If you've played an RPG before you'll know there's more dangers in a dungeon than just enemies... sometimes you'll find traps." This language and sentiment screams "derivative" to me.



I don't need the game to be entirely new, but what's the value of an original, independently developed IP if it's just a collection of things we've all seen so many times before?

Harry Fields
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A "derivative", accessible title is not a bad thing for a new studio to put out. Gotta' get the quid coming in :D

sean lindskog
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I don't necessarily agree with E McNeill's assessment of the game, but I understand the sentiment. Designing off the beaten track is a brave, cool thing for a developer to do. But it's dangerous. Without relying on tried and true formulas, there are far more opportunities for mistakes that make the game "un-fun". It takes more iteration time, and so it's more expensive. And unfortunately, mainstream audiences are often resistant to change. Small, iterative improvements on existing designs, maybe. But big, risky changes often go (financially) unrewarded.

Matt Cratty
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Curt has always been a personal hero because he was someone you could point to when "others" who didn't understand my passion for both the industry and gaming as a hobby said "you don't see adults doing this".



Plus he was an original EQ freak, which is major bonus points.



I'm rooting for him and his studio (and BHG) very, very hard.



Unless he produces something that could have come from Activision. Then I will never believe it will be different this time again.

Martin Sabom
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Umm original EQ freak...how about original EQ bully.. We used to cringe when him and his guild used to demand crap and special attention because you know hes Curt Schilling. Of course the Execs at SOE always backed the guy up. Yeah whatever.

Bart Stewart
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There's been some buzz that Curt Schilling is considering running for the U.S. House seat being opened up by today's announcement that Barney Frank is retiring after 16 terms.



I hope Gamasutra will look into this. It would obviously affect the Amalur games and 38 Games, but it might be very interesting to have someone in Congress who understands computer gaming.



Not that he'd win in that (even slightly redistricted) district, but it's fun to imagine. :)

Ramon Carroll
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Out of all of the things that they are doing here, the best thing they have going for them, and likely the main thing that will catch people's attention, is the fact that they are building an entirely new fantasy IP, and that R.A. Salvatore is walking the halls there.



I love Curt, and I love Rolston. But I'm ecstatic about entering a brand new world, exploring it, and learning its history. I've been following their development on and off, and from what it sounds like, their lore is going to be as rich and detailed as that of IPs like the Forgotten Realms and The Elder Scrolls.

Joe McGinn
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Great article, and the game sounds interesting too ... but man, "Kingdoms of Amalur: Reckoning"? You guys need someone who has done marketing 101 to do a reality check on your game name.


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