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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 Previous Page 4 of 4
 

When you're talking about getting so many assets back, and you wanting to give your stamp to each one and say, yes/no, is that a real challenge to you? How do you handle it?

TC: Currently how I'm handling it is just throwing lots and lots of hours at it. It's an incredible process. I think with this, one of the things we want to do is make sure it's all cohesive. That's really important to me, that it feels like it's all fitting together into just like one big universe.



You mentioned Todd McFarlane. What is he, to this project?

TC: Todd's a visionary. Ken Rolston has a great line about it. Like, he's the high-level person that comes in and says, "Okay, once you've got something in place, maybe you need to think more about this, and less about this."

Todd will be the first person to tell you he's not a hardcore gamer, but he's got a really, really good art eye. He's fun to work with. I mean, the coolest part about working with Todd is he's just... I can't describe it. You have to meet the guy.

You talk to Todd, you get about two sentences before he starts getting excited. And he's like, "Oh, you're going to love this! This is going to be great!" He's just got a ton of energy that he brings to it.

He and I, we have phone conversations every week, so we're constantly talking back and forth about stuff. He's like a really, really great mentor. He's somebody you can call up and say, "Hey, I had a thought on this. This is the angle that I think might be really good." He'll be like "Well, you know what you might want to think about... Think about this, this, and this. This is what we did on the toys, and when we did a toy, we had a toy that had this similar kind of idea to it. But what we found was that this, this, and this made it a lot stronger." And he's got really good insights on this stuff.

And the fun part about it, too, is a lot of people at the studio grew up reading his comics. So, there's something about working with somebody that you admired before you even got into games. He's a very passionate individual. So, from that standpoint, I think he brings not only the art skills, but I think there's a passion that gets people excited about working on the project.

I know about the history of the game. It started as an original IP. With 38, you came together, and made something new out of it. I mean, for you, personally, how was that, in terms of re-imagining things?

TC: To be honest, it's great, because the amount of depth that they put into the lore is fantastic. There was so much material to draw from. It wasn't like starting over 100 percent from scratch. It was a question of how we would imagine that section of the lore. So, we really were able to dive deep and develop a lot of stuff.

Working with the 38 folks has been fantastic. I mean, Curt is awesome. He's another person who, if you haven't had a chance to meet him, you should meet Curt. All these guys, they bring -- I don't know how to describe it -- like an excitement to the project.

One of the things I have to say with Curt is, he'll send out an email to everybody across both companies and be like, "We just made this new poster. It is AWESOME!" and it's all caps. It's like he's so excited about doing this stuff. It's like he reminds you that it's fun to make games. He's doing this because he loves it. He genuinely loves it.

When he comes into the studio, he will walk up and down, and shake everybody's hands, he'll pat you on the back, he'll say, "Ah, man, you're doing great stuff. Keep it up! This is how we do stuff that's great." It's like, "When I was doing the baseball stuff, the reason we were able to do this is because we cared about it every single day." He brings that action to it, so everybody gets all fired up about making something great.

I really do feel like we're building that, building an IP from the ground up. In a year of sequels -- and I love all the sequels that are coming out -- it's so cool to be doing an original product. I wish more developers had the opportunity to do that. So, from us, I see this as like this perfect constellation of things coming together. I'm 100 percent honest. I'm loving working on this project. It's great.

So, from a process perspective, working with 38, in terms of ensuring consistency between the MMO project, Copernicus, and this, how does that work?

TC: Thom Ang is the art director for Copernicus. He and I basically talk every week, so we're constantly going back like, "Here's our version of X." I can't go into any details on the MMO obviously -- we're not announcing that stuff right now -- but we basically work together on things, things that are core to the IP.

There's also Steve Danuser. I don't know if you met him. He's in charge of the overall IP, and so whenever there are questions about something like, "Would this creature or would this race do X?" or "Would this type of structure make sense in this world?" those are the kind of people that we have those conversations with.

Again, what I keep saying is everything is considered. We don't kind of casually do stuff and just throw it in the game. Everything has a back story. So, for instance, in the first opening area, as soon as you get out... I don't want to spoil too much, but there are ruins that you'll come across, and those ruins actually have a back story that aren't presented in the games.

There's lore, there are books you can find about it, and there are people in the town who will talk about it, but it's not something that's directly covered. So, there's that much story to pull from for everything in the game, so there's nothing in the game that's just arbitrary.

 
Article Start Previous Page 4 of 4
 
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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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