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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 5 of 6 Next
 

Even though the background was early, I wasn't entirely satisfied with the direction. It looked too cartoony and literal, with clear outlines.

All along I'd wanted to do something abstract or different, not to make it look like a literal, clear depiction of a place. It can be hard, though, not to get in a very literal mindset, when the things you're producing are discrete and defined. Especially in games, where you are generating discrete objects with explicit functions. But I wanted things to flow together more.

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I was thinking about the foreground/background issue, and how to differentiate them more. Maybe the foreground would be rendered in higher detail than the background?

And background objects would be roughly-defined, with ambiguous edges. In other words, the more gameplay relevance something had, the more detail it would have.

Objects with no gameplay relevance would dissolve into the atmosphere, contributing aesthetically but not intruding into the player's perception of his physical surroundings.

This painting convinced me it could work. The blue from the sky merges into the leaves of the tree, as the green of the leaves merge back into the sky. Just above the door, a tree is shrouded by a blue haze, which also drifts right...

But how was I going to take this painting and break it down into components without destroying its improvisational, case-specific nature? It wouldn't suffice to bring in the whole painting as a flat background and just wallpaper the level with it. I wanted the backgrounds to have depth, with a prominent parallax effect, so far away objects would drift by slower than nearby objects.

With edges irregular and often undefined, how was I going to decide where objects started and stopped? Creating a cohesive, intermingling impressionist background with discrete cut-out shapes was a challenge I continued to grapple with all the way through the project.

Here are some pieces of the sky getting edited in Photoshop. I feathered the edges with the eraser tool so they'd appear contiguous when overlapped.

Trees.

All the background elements for World 2 were ready to go...

 
Article Start Previous Page 5 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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