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Full Get Together: A Coop Adventure update
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What changed
- UI and audio
- Store
Get Together: A Coop Adventure changes
Hi Everyone.
We’re incredibly busy filling the world of Get Together with the planned content we have in mind. So we thought that it might be a good time to give a glimpse of how we do that. First up is a small peek into the production workflow for the props in Get Together.
1. Game Design
It all starts with Game Design (Simon) laying out some ideas for a prop, it’s functions and most of the time also the rough size of it as well. In this case the prop is called the ‘Lorestone’. It’s a recurring object which will, you guessed it, tell the Player a little bit about the world and lore of Get Together.
So the idea is there, functions are laid out and the proportions are estimated: Ancient stone that shows some rune-y lore and it’s bigger than the player (but not too big!).
Tools: Google Docs & whatever-painting-software-is-open
2. Concepts
Now the pipeline leads to our concept artist (Heinrich), who does a variety of different rough black and white sketches based on the info that are given by game design. We then discuss the selection and further refine a few also applying some color. As the ‘Lorestone’ is a recurring prop, Heinrich made sure it would fit in different environments as well.
Tools: Procreate (Heinrich wouldn’t have it any other way, but that’s ok)
3. Drawing
After having a solid concept our main artist (Ally) starts overpainting the asset. While thinking colors, shading and linework, it’s brought to a final state to match the general game’s art style. Things like in-game perspective and proportions compared to existing assets are also being considered.
The final step includes setting up layers & specific sizes to enable easy export and possible changes (shoutout to compression magic and the Power of Two).
Tools: Photoshop (Yeah we know…)
4. Implementation
Finally the asset is imported and placed in a Unity scene. Most of the time the process does not end here. Either there are some further iterations happening or more often the asset itself is part of a feature which also includes stuff from other departments. Sometimes the prop is so important that most of the surroundings are created just for this asset, as it is the case with our ‘Lorestone’. Extra Sound, extra VFX, and of course extra Character Animations.
So long, thanks for reading.
Until next time, The Team
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