How do Games go from FLAT to AMAZING? - Rabbit's Tale Devlog Ep 08

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how to build the game I mean how do they go from this to that how do they go from basic shapes to immersive Worlds how did we on rabbit's tail go from basic shapes to immersive Worlds how our Games built from ugly to Blink what's going on guys Gabriel Here currently developing rabbit tail a mix of Metro Vania with like elements kind of of imagine if you mixed Ari with 80s which list it now by the way but essentially this video is how do games go from basic shapes to beautiful worlds well we got to start somewhere right and those basic shapes are a good start they are easy to build and easy to destroy they are easy to mold and that's very important they have a huge purpose because of that they help us to test quick ideas quick game design ideas and quick many things it's easy to destroy easy to build and there's a tool which I think I have also seen being used in Raymond called Sprite shape obviously Raymond has its own engine but in unity Sprite shape and it's the best when it comes to prototyping it's very flexible obviously at this stage 80% if not even more of the main character should be done how does it move I mean does it run walk fly dig swim what is it's Locomotion that's very important at this stage obviously and in part that's how we are developing rabbit stale first the character and then the level design we had a prototyping phase where we had a bunch of things well the squares like I said it's the crucial part from there after its test We Gather reference on how is it going to look like from every medium you can imagine from movies TV shows Comics paintings and obviously from games and from there we move on to a concept art phase once we have concept art for example just like we did here for this Village it was entirely sketched before being anything else and it's useful because there's a back and forth process with that sketch with that concept art so it fits the vision we have and then we analyze elements of that concept art that can be built into the final game what can be reused across the different frames of that region or what is going to be a unique piece of art for example let's look at this ground here it's a table texture for example it has a unique beginning and a unique end and in between it repeats itself and it's the magic of sprite shape tool we can control it with those points it's awesome or is it a unique piece of art like these buildings so now that we have the basics we also analyze how are we going to layer all of this how many layers do we need here let me tell you there's quite a few layers in some frames so there's a beautiful parallx going on so yeah as you can imagine there's a huge amount of layering going on and at this stage we also take a look at what are the parts going to be used in the Middle Ground can we reuse the ground for the middle ground maybe we can if it has a little bit of a different tint and a little bit of blur can we use some of these bushes near the road for the foreground perhaps we can reuse that if it's set to dark and with a lot of blur for example and all the way back how will it look like the mountains themselves are they're going to be used with Sprite shape or is it a unique piece of art so yeah it's an heavy process of layering and then there's another heavy player here which is lights and shadows they play a crucial role here just so you get an idea this is how this frame looks without any kind of Lights I mean there's a huge difference right lights and shadows allows us to create a very unique Ambience and unique setting even while reusing some art it's amazing these trees right here for example are the same but if we play with the lights and shadows the alcome is totally different so yeah lights and shadows are huge as well another player that comes in is postprocessing effects they are huge they are important like a vignette sometimes like a nice bloom or glow here and there you know go a long way postprocessing and lights can be so important that even on the same scene we can create easily different times of the day finally what developers also use a lot when going from basic squares to immersive worlds is visual effects on top of the environment for example in this case of the village that we have in rabbit tail there's some tiny dusk particles moving around there's God race there's wing there's also these Mists and other stuff sometimes it's very minimal but they add that immersive feeling oh and let's not forget the other life forms moving around they also contribute to the immersion like we have here some birds flying around butterflies and so on so that's it folks huge amount of work goes into transforming squares to final art so this was kind of a Game Dev Vlog on rabbit sale go wish list it now by the way links below a Dev Vlog more focused on how do we polish our game visually from squares to beautiful spots it all starts with basic shapes for testing once it's heavily tested usually there's reference Gathering and a concept art from there the other artists extract which elements need to be created and then they put it all back together and start replacing those basic shapes lights and shadows play an extremely important role and eventually there's visual effects and postprocessing effects on top of all of that so now you know and I hope you have enjoyed and folks it would mean a lot if you could wish list rabbit's tail I have links below or follow in our social media so thanks for watching hope you have enjoyed this video I hope to see see you on the next one and now you know how it goes from basic shapes to beautiful worlds thanks bye [Music]
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Channel: Gabriel Aguiar Prod.
Views: 11,909
Rating: undefined out of 5
Keywords: indie game, rabbits tale, rabbit tale, rabbit's tale, game dev, game studio, indiedev, indie devlog, gabriel aguiar, unity, indie game studio, indie, game development, gamedev, metroidvania, hollow knight, steam, steam game, devlog, vlog, coimbra, portugal, indie studio, golden bug, golden bug studios, goldenbug, made with unity, 2d game, 2d dev, 2d unity, souls like, platformer, indie developer, game developer, tale, rabbits, metroid, progress, game, gaming, day, life, 2d, rabbit, dev, developer
Id: h55kxbTke8M
Channel Id: undefined
Length: 7min 22sec (442 seconds)
Published: Tue Apr 09 2024
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