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The Art Of Braid: Creating A Visual Identity For An Unusual Game
 
 
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Features
  The Art Of Braid: Creating A Visual Identity For An Unusual Game
by David Hellman
16 comments
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August 5, 2008 Article Start Previous Page 2 of 6 Next
 

The best thing going on here is the color palette. That chalky blue, pea green and salmon mingle delicately. I like putting together colors with shaky self-esteem so they all end up deferring to each other.

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For instance, that chalky blue isn't really blue, but a gray with equal amounts of green and yellow. In context, though, it looks blue-ish... to me, anyway. There are more dramatic examples of this sort of thing. Joseph Albers did loads with it.

With the abstraction, again I was trying to suggest a world of ideas. I wrote to Jonathan that we could build the background out of different parallax layers, so the more distant ones would be variously eclipsed by others drifting in front.

Lots of games use this effect, but I wanted to avoid discrete background objects, so everything would have a fuzzy edge and blend in with stuff around it. We did use this idea; the game has watery background spaces that flow together ambiguously.

Ah, Hue Slider. The times we've had. The only significant change here is the leaves. I had this idea that leaves would drift towards the screen and settle on it, as though the background were a view looking up.

Again, it's a spatial ambiguity / thought-conjecture-world thing. But it would have been way too "in your face".

When I sent these to Jonathan, he jumped on the rectangular "cut out" on the bottom of the center platform. It was a conspicuous geometric variation in a puzzle game where the player will assume everything has been placed for a reason.

It would be bad for the player to get stuck trying to figure out the puzzle-solving purpose of something with purely aesthetic value. As we went along, I got more disciplined about eliminating stuff that might distract or confuse the player.

Now this is jumping way into the future, but here's how that long-ago prototype has morphed into a nearly-finished game. Hooray!

"Hang on, Hellman," you are probably thinking. "You said you were going to eliminate stuff that was purely aesthetic, and I can see you got paid to draw a million little fronds and algae. Isn't that intellectually dishonest?" Not at all!

The trick is to make all that foliage cohere so the player sees it in a generalized way as "a load of foliage," and doesn't waste mental energy combing it for functional, puzzle-solving items. I think the game introduces its important concepts pretty gracefully, so you learn what to look for. But I would be interested in others' perspectives on this.

 
Article Start Previous Page 2 of 6 Next
 
Comments

Haig James Toutikian
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Great great article! I really liked how it shows the progress of the art direction from the beginning to end with comments under the images :D I hope to see more articles like this one

Stone Bytes
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Playing in a painting. Absolutely beautiful.

Jeff McArthur
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Wow great article, thanks for describing (and visually showing) us the iterative process of creating this game. Love the art style, I'm definitely going to have to buy a copy of this game, even if my main point to do so is just enjoying the great art!

robert toone
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Excellent article. I really enjoyed experiencing the experimental development of the art style, for such an art style game. The game looks great and goes along with it's play style.

I look forward to such articles in the future.

Tom Newman
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Great article! Looking forward to any future articles laid out like this!

Gopalakrishna Palem
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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.


Rikard Peterson
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This article was a bit different than most. Love it!

Jeff Zugale
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This is good stuff, both the artwork and the complex thought process and care behind it. I'll be buying and playing this game to see the rest of it. Thanks for sharing!

Anders Højsted
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It's interesting how he can tell about these things because he isn't bound by an NDA. There's too little knowledge-sharing like this in the games industry because of all the secrecy.

A.

Christopher Waite
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That was a really insightful article. Actually, it's convinced me to purchase the full game. The effort and passion that has gone into the various iterations of the design, really makes you feel that you are playing something special.

Arthur Times
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This may seem like a dumb question but I'll ask it anyway.

What language did you program the game in. I know XNA Creators Club really focuses on C#, but does XBLA allow C++?

Thanks.

Anonymous
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Being a student of game animation and creation, I absolutely loved this article. Look forward to more like this. It was aa great teaching tool. I am going to put it on our forum in class. Thanks.

Jason Bakker
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Any aspiring game developers want to hazard a guess as to why, on the collision screenshot, there are two different tiles used? (The brick one, and the grey one.)

Aaron Murray
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Thanks for posting this article. As a dev, I love reading about how others attack the issues we face. At the same time, it is helpful for outsiders to see how much work goes into the finished product, and how beneficial constant iteration is...

Jason Bakker
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I guess not ;) If anyone is wondering, it's because in game engines you often flag wall and floor as different collision types, so that the engine knows to collide with each differently (walls tend to be a lot more "slippery" than floors).

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!

Dax Hawkins
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Regarding Arther Times post above:

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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