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If
you're not in the game development business, you might not realize how
much experimentation it takes to arrive at a final product. My recently
launched game, Bonnie's Bookstore, started off as a vaguely defined word game, without an overriding graphical concept or story.
Before
any of these images were created, I had already settled on the basic
game mechanic, after trying and discarding two other word game
concepts/mechanics.
Now I had to settle on a theme. I had a list of possible game settings, as follows:
CONCEPT_______________RATING (Higher is better)
_______________ALL_____WOMEN_ONLY
StoryBook____________7.7_________8.1
Traveller's Tales_____7.6_________7.4
BookStore____________6.8_________8.1
CookBook____________5.9_________5.6
Monkey Tails__________5.5_________5.9
Tropical Fish_________5.4_________5.1
Paints/Paint Factory__5.3_________4.2
Birds (parrots, etc)__5.0_________4.6
Writer's Block________4.9_________5.1
I
submitted these concepts (with additional details) to a panel of 24
people who had volunteered (mainly as a result of my postings on my
blog) to provide feedback. The first numerical column is the average
rating for the concept, by all respondents, the second is women only,
which I was particularly interested in, as I felt the game's sales
would skew towards women.
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Different concepts for the game that became Bonnie's Bookstore.
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Originally,
Writer's Block and Bookstore had been my favorite concepts, and
StoryBook was among my least favorites. But everyone else, especially
the women, liked StoryBook best, so we included that among the
finalists.
Based on those results, I contacted an artist named Ian Wilmoth
and had him create multiple concepts for me. He in turn created the
Traveller's Tales (i.e. travel guide, first one in Egypt), as well as a
Penguin concept that we had come up with after the original survey. He
also subcontracted the Cooking, Monkey Trouble, and Storybook concepts.
(Note
that the names the artist included in the mockups don't always
correspond to what I called the concept, as my naming whims were rather
fluid at that point)
To
my surprise, even with the unconventional art-style, the StoryBook
concept was getting great responses from people I showed it to.
However,
the method by which the storybook concept was produced, hand-painted
watercolor, would not scale up enough to allow me to make my targeted
40 backgrounds in a targeted 2-3 month window (we ended up with 50
backgrounds, plus other art, in a 4.5 month window). So I commissioned
another artist who had contacted me, Von Caberte, to try his hand at the storybook style, using a somewhat different technique.
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Von's first pencil sketch |
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Von's first colorized image
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I
loved Von's work, and signed him up to do all the art for the game.
Since the above sketch didn't fit within a specific fairy tale, the
first image that was done that actually made it into the main part of
the game was from ‘The Frog Prince'.
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Final Game Screen (incorporating a lot of interface revisions made along the way)
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So
I was going with the ‘StoryBook' concept - a sort of children's story
world brought to life. But I ended up bringing in elements of my other
two favorite concepts (Writer's Block, and Bookstore) as well, by
creating a backstory that the lead character, Bonnie, ran a bookstore
she had inherited. Somewhat bored with the lifestyle of a small shop
owner, she soon began writing children's books on the side (thus
leading into the main gameplay). So I got three concepts for the price
of one, I guess.
Anyways, here's the title screen, which ties into the backstory.
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Some other Screens from the final version of Bonnie's Bookstore
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All total, the art side of Bonnie's Bookstore
started about 2 weeks into the project, and included 2 weeks of
concepting, and 4.5 months of production art. The overall development
schedule, including programming, design, and art, was about 6 months.
--
This article originally appeared on Phil Steinmeyer's game development blog, and is reprinted with his permission.
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