My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 21, 2013
 
Using Small Studios As Stepping Stones In Your Career [1]
 
How Can You Find Jobs At Blizzard if You're an Artist?
 
Let’s produce HTML5 games with a serious approach.
 
An Object Of Lust
 
Gamasutra Blog Guidelines - Updated and open for discussion [11]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 21, 2013
 
ROBLOX Corporation
Senior Network Engineer - C++
 
Amazon Game Studios
Sr Technical Program Manager - Game Services
 
Airtight Games
Senior Graphics Programmer
 
The Workshop
Senior Graphics Programmer
 
Game Circus LLC
Senior Programmer
 
NetherRealm Studios
Senior Software Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 21, 2013
 
[Media Alert] LEGO®
Batman™ 2: DC
Super...
 
GDC Europe adds
Assassin\'s Creed III,
Daglow,...
 
MonkeyPaw Games Announce
Class of Heroes II...
 
Armageddon invasion
starts in 2014
 
Push Panic! will be FREE
from May 23rd until
May...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

  Derrick the Deathfin, the first video game built from papercraft Exclusive
 Derrick the Deathfin , the first video game built from papercraft
 

October 2, 2012   |   By Mike Rose

Comments 5 comments

More: Console/PC, Indie, Design, Exclusive





It takes a few more steps than usual to get Derrick the Deathfin and his world flapping about on screen. Due for release on October 9 for PS3, the game features characters and models that look like papercraft -- and that's because, at one point, they were.

Every character in Derrick started off as sketches on paper by artist group Ronzo, who then turned the sketches into real papercraft models. Finally, photos of the models are sent to 3D modelling studio Ten24, who take everything they see and turn them into virtual models with full animations.

For the team at Different Tuna, the dev studio behind the game, it's then a simple case of importing the models into the Unity engine, and away Derrick goes.

"It's pretty essential really," says Different Tuna's Gordon Midwood of the process. "We wanted to make something genuinely unique and base it on real papercraft, so the building of paper characters and scenery was necessary to get it exactly right."

Building everything in papercraft first ensured that the team got the look and feel of the visual style spot on, says Midwood -- and it helped that they had fun playing around with it along the way.

"To us the main appeal of papercraft was that it hadn't been done before," he continues. "The style transferred really well into the models and then the game."



Of course, because it hadn't really been done before, it meant the team had a fair bit of trial and error to deal with. "Obviously it took a lot of experimenting with the texturing, modelling and so on but once we had the process down things worked nicely," notes Midwood.

He adds, "It's also not a very computationally expensive style in our implementation - low poly, basic animations and so on."

As for the game itself, Different Tuna has found itself cutting out and sticking back in (excuse the pun) many different elements since the original vision was divised.

"To me that is all part and parcel of making part of a parcel", says Midwood. "It's also what happens a lot in game development. Everything is up for change, refinement, or scrapping all the way up to the end of the project. In my opinion that's what makes game design documentation more or less a gigantic waste of time, it's just how games development works."

He finishes, "We always stuck to our original vision for what the project should be though, even if its contents shifted around a bit, and with each iteration and refinement the game got better and better of course, so it's a positive process."
 
 
Top Stories

image
Xbox One is Microsoft's biggest move for living room domination
image
Unity's mobile licenses are now free
image
Practical ways to deal with problematic player behavior
image
Tutorial: Making 2D games with Unity


   
 
Comments

David Amador
profile image
omg this is awesome

David OConnor
profile image
looks fun ! :D

Michael Joseph
profile image
It's always neat to see how some designers are able to come up with a fresh new style that can make a tried and true genre instantly stand out from the rest. That's gotta be one of the hardest things to do in game design. Here they manage to bring virtual paper figures to life.

I wonder if the designers come from a cartoon or stop motion animation background. Cuz it doesn't seem to me that one would be inclined to approach the problem as they did if one comes from a traditional game dev background of concept art -> polygonal modeling & animation workflow.

But what do i know. I suppose the paper miniatures is similar to clay sculpting and the puppetry is like motion capture with human actors. Similar but not the same thing so it makes me wonder where that outside the box thinking comes from. new dogs with their new tricks. gotta love 'em :)

Luis Alis
profile image
I couldn't like this approach more if I wanted to. Bravo!

Saul Gonzalez
profile image
Well, this shows how papercraft has become part of the zeitgeist. Media Molecule's new game Tearaway has the same core concept, down to the actual modeling in paper. Looks like Derrick will beat it to release, tho.


none
 
Comment:
 




 
UBM Tech