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The Art Of Braid: Creating A Visual Identity For An Unusual Game
[In this fascinating deconstruction, artist
David Hellman explains his collaboration with Jonathan Blow to create the evocative, painterly art for acclaimed downloadable game Braid, which debuts
tomorrow on Xbox Live Arcade.]
Braid had already appeared at two GDCs before I ever got
involved. Jonathan Blow, its creator, showed Braid's time manipulation
puzzle-platformer gameplay at a couple Experimental Gameplay Workshops, and an
Independent Games Festival, where it won an award for game design. Minus some polish, it was nearly a finished game: playable, coherent and
individualistic.
Visually, though, it was primitive. Its blocks, spikes and
ladders were utilitarian, communicating merely the elements of platformer-ness.
It could have remained a visually simple game, but it already contained hints
that it wanted to be more, to express itself across the full multi-media
palette available to video games.
The fragments of fictional prose introducing each level indicated Braid's ambition. They mused on the nature
of relationships, regret, and temporal paradoxes. World 2 introduces a
limitless rewind mechanic -- you can reverse any mistake, erasing the concept
of "failure" -- framed by a wistful reflection on perfect
forgiveness between lovers.
It sounds grandiose in summary, but it's not. The
connection is never forced. These things simply co-exist, and they mingled in
my mind as I enjoyed a lively, at times slapstick, eminently playable
platformer with acknowledged debts to Super
Mario Bros.
Hired as visual artist in the summer of 2006, my challenge was not
only to clearly present Braid's
mechanics and behaviors, but to help tell a story that was anything but
literal: part anecdote, part artifice, part philosophy. This article explains
the process of developing visuals for a nearly-complete game with a highly
idiosyncratic identity, the challenges encountered, and some of the
nuts-and-bolts of our methods and tools.
No Shame in Tracing
To start, Jonathan sent me a screenshot and asked me to draw over it.
Here it is, in its programmer art glory. Though visually crude, the
game was actually pretty advanced, from a functional perspective. Keys,
switches, ladders, spikes, monsters, and a guy in a suit - it was all there.
For dessert I'll show you how little (or much!) this screen changed in the
final game.
Here's my first try. I deliberately got away from the materials and
palette in the screenshot. This looks kind of like some areas in Yoshi's Island, on SNES. The background
was meant to radiate gently. In an e-mail I described the atmosphere as "ethereal"!
Again, something really different. Strangely, the background is full
of dancing figures. Jonathan had used the phrase "thought-conjecture-worlds"
to describe Braid's setting, so I was
trying to be non-literal about space.
Why not compliment the foreground with
something topically different but thematically related? (How are dancing people
related at all? Not telling.) We didn't use this idea, but we did support the
story in multiple not-literally-relating ways. More on that later.
Ancient ruins (TM).
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Comments
I look forward to such articles in the future.
Good Article, great principles.
Ensuring aesthetics do not dominate the player's perception of the world, highlights the game design philosophy.
Would love to play this one.
A.
What language did you program the game in. I know XNA Creators Club really focuses on C#, but does XBLA allow C++?
Thanks.
If there were screenshots of, for instance, one of the spike floors in the game, that would probably be a different collision type again (so that the engine knows that when you collide with it, you're supposed to die).
The more you know!
XBLA to some extent is language agnostic. Most of the games up there are C/C++ but there is one game in C# (Schizoid).
Xbox Live Community games, on the other hand, must be built with XNA Game Studio and written in C#.
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