I was fortunate enough to be able to work on the recently released South Park: The Stick of Truth for Obsidian Entertainment. I had a lot of fun working on this project and I thought I'd share some of the areas I worked on. In addition to the environments I was also responsible for a lot of the environment animations and destructible animations.
These are just a few of the many areas I worked on. Apologies for the massive images, I didn't really want to break them into smaller pieces as they work a lot better as a whole.
Congratulations for the great work you guys did visually with the game. Really loved that iam just playing a season of Southpark and great work with the backgrounds too.
Im really interessted in how you do this?
Are these backgrounds done in Photoshop or are they done in another tool and whats the technique behind this?
Thanks for the kind words guys, I'm glad people are enjoying the game
@Coontang@Gazu -- The bulk of the artwork was done in Flash (some bitmap textures were created using Photoshop) which was then exported to a heavily-modified version of Obsidian's Onyx engine. Our programmers wrote a pretty robust set of plugins/tools for Flash which allowed us to easily set up a lot of the visual effects before export (layer sort order, parallax, destructible objects, etc). After export our designers would set up additional gameplay elements in Onyx.
We were also fortunate enough to have access to an enormous amount of reference material and art assets from the show. However, these were primarily unoptimized Illustrator files that we would need to either clean up and optimize for the engine, or in some cases recreate entirely if we decided cleanup would take too long.
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Im really interessted in how you do this?
Are these backgrounds done in Photoshop or are they done in another tool and whats the technique behind this?
Really love it!
@Coontang @Gazu -- The bulk of the artwork was done in Flash (some bitmap textures were created using Photoshop) which was then exported to a heavily-modified version of Obsidian's Onyx engine. Our programmers wrote a pretty robust set of plugins/tools for Flash which allowed us to easily set up a lot of the visual effects before export (layer sort order, parallax, destructible objects, etc). After export our designers would set up additional gameplay elements in Onyx.
We were also fortunate enough to have access to an enormous amount of reference material and art assets from the show. However, these were primarily unoptimized Illustrator files that we would need to either clean up and optimize for the engine, or in some cases recreate entirely if we decided cleanup would take too long.