Showing posts with label michael lude. Show all posts
Showing posts with label michael lude. Show all posts

Tuesday, August 19, 2014

Players Psychology & Game Play Design



Every game player has his or her favored type of game play, whether consciously or subconsciously they play a game to gain something from it on a psychological level, as a game designer we must see the psychology behind both the game we design and the people that play it. In this process we must answer the questions  before it the player asks it, thus keeping the game from losing its appeal. Building a puzzle game puts us in strategy column, making it important to anticipate what we think the players will do to solve the puzzle/obstacle and change it up, upping the  challenge of the game. If it is too easy the player may walk away, second we must understand the importance in utilizing the appropriate  type of reward system in the game. If the game posses to be draw out with high difficulty or too little for too long of period without a reward system to balance out the players work (& time) may result in a player walking away.

A reward system is a must, but it is also important to determine how it is executed. In this process the designer must decide how and when each reward is given. The How/When is vital to game players interest and desire to continue playing that game. In the Game world the dispensing of  rewards has been generalized into two types of methods, Ratios and Intervals.  Ratios; are rewards given based on the number of actions a player completes. Intervals; are in which the  period of time changes after each reward. It is our job to get inside the players head and keep them on their toes and interested in our product, in doing so these are some of the things we need to look at and understand about game design.

Michael

Saturday, June 14, 2014

Video Game Storyboard Designer

In one of my earlier blogs I touched based on storyboard artists and there importance in the entertainment industry. Today ‘s post is focused on video game storyboard designer's role. The average income for this position averages between 65 to 70k a year but experience is a big determining factor in pay. In short the designers role can range from short quick sketches to detailed, either on paper or computer. These sketch out the entire visual workings of the game play, levels and characters and it is the game designers and artist job to weave these rough sketches into the final project. This is just a brief highlight of the many important functions that fall under this title. Above is an example of what a storyboard sketch looks like (Spiderman, Keith Tucker - Cartoonist).

~Michael

Thursday, February 27, 2014

NEW CHARACTER: Leon the Green Wizard!

Greetings 3twins fans!

Today I'd like to show you a new character for our upcoming Wii U game: Of Mages & Pages.  This is Leon the Green Wizard.  If you watched any of our Midieville cartoon shorts, you may recall Leon being mentioned by name in the final installment of the Spellbook saga: http://www.3twins.net/Spell10.html  Here's a little teaser for you, the story discussed in that short plays a large role in the game!

This design comes from the game's Lead Animator, Michael Lude.  He is fast at work on designing all twelve wizards for the wizard council.  I will share them each with you as time goes on.  However, other than Marvin, Leon is the most important wizard in the game!

Stay warm and we'll see you in March!
~Jason

Wednesday, February 5, 2014

REDESIGN character concept: Anell

Welcome to February 3twins Fans!

Today we look at one of our most familiar characters, the Evil King Anell.  To the top right is an image of how he has looked in the cartoon Midieville thus far.  Below that is the initial concept sheet for his face drawn by Steve Surine (the original artist for Midieville) who is also the creator of Scotty in Hatman & Indigo (follow this link to see Steve's first comic he both wrote and drew).  Finally on the bottom right we have a brand new concept drawing of Anell as he will most likely appear in the Wii U game-Of Mages Pages: Teento's Revenge!

This new concept comes to us from our Lead Animator for the game's cut scenes, Michael Lude.  You may recall Michael from the pages of Hatman & Indigo (follow this link to see one of Michael's amazing artistic feats in the pages of Hatman).

That's all for this week!

-Jason

Wednesday, September 2, 2009

"FINDING A BALANCE AT THE DRAFTING TABLE"


When illustrating for any type of script in the comic industry, I've found that there is a balance between writing and illustrating. It is good to have both sides be at the top of their game and field, but a great comic in this aspect goes through a three step process. Keep in mind that I’m generalizing.

Now, one being the script, step two is where the artist comes in and brings the script to life, but the third is sometimes overlooked. Occasionally this would complete the process after the artwork is all done. The comic would then go to print or in our case online. When the artist has completed all steps of the illustration progress and if the art is good enough then the writer's go back and omit, edit, or shorten the pre-existing script. This is of course fall under step three.

I find this makes for a better read comic, especially for those who aren’t big reader's and prefer pictures to a heavy script. Moreover, the story that was originally conceived by the writers is still conveyed to its fullest potential. It is difficult for writers to find the right artist to compliment there work, and you artists out there make sure the writing does your work justice as well. Much like life it's a balancing act.

Thanks for listening,
Michael