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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 3 of 6 Next
 

World 2 Comes First

After that series of divergent concepts, it was time to bang out some useable assets and see how they'd work in the game. Jonathan had already written an engine for building level maps from irregular chunks of any size.

He asked me to take a concept like the ones I'd already done, and break it down into pieces that could be copied and pasted to create the first world. (The first world the player encounters, for reasons initially unexplained, is World 2.)

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Behind-the-scenes features sometimes create a false impression of ease and inevitability, like those glib "evolution" pictures showing a fish stepping out of the ocean, becoming a chimp, homo erectus, and then Groucho Marx.

Of course it only looks easy if you ignore all the species that died out over millennia of natural selection. For every image you see here, assume a half dozen variations that would have diluted this article but were nonetheless important.

And certainly some stages of a process go more smoothly than others. Looking at this overwhelmingly green concept, it's safe to assume I was not happy during its creation. The rock walls struggle from one approach to the next, looking like amphibious skin in one place and shattered glass in another. It was time to settle on something, but was what I'd come up with good enough? I kept searching.

This search led me back to the favorite from that earlier batch of concepts:

I adapted that pea green and chalky blue to a more detailed, physical approach. The grass looks soft and grassy, the rocks rocky. The background is partially abstract but incorporates white line drawings of houses and a cathedral.

I felt some relief; it was looking better. But Jonathan said the mood wasn't right for World 2. The colors were pretty but unnatural, slightly toxic. World 2 is the optimistic start of the adventure. It gently introduces the fundamental player actions, like jumping and climbing.

Most importantly, the featured time behavior is "rewind," the ability to take back a mistake and try again without penalty. It's a very forgiving world. The art had to add to that sense of forgiveness and positivity.

That lead to these more "normal" colors: brown rocks and a blue sky. The problem with this concept is the intrusiveness of the background. I was trying to create more "visual interest" by adding an arch in the background, and showing the field on the left rising above the foreground, as though it were receding three-dimensionally.

But as Jonathan explained, and as I appreciated more and more over the course of the project, there was no point adding visual interest in a way that was contrary to the gameplay. The things to reinforce were those things true to the gameplay.

For example, when the player comes to the edge of the cliff, with the ladder leading down, what matters is the cliff and the ladder. In this concept, the background extends the cliff further right. This interferes with the immediate perception of the cliff the way it really is.

Likewise, the bright yellow of the tree is very attention-grabbing, although it has no gameplay purpose.

Meanwhile, I was still trying to find the right look for the rocks and grass. You can see different approaches being tested in different parts of these pictures. Gradually I settled on something and started breaking these concepts down into pieces. These pieces would be imported into the game and arranged, copied and pasted using Jonathan's development tools. I'll explain that in more detail in the future.

 
Article Start Previous Page 3 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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