sorry, right now the focus is on shipping a game, an artbook is something that will move that focus away from this goal.
It's not that we wouldn't want to do something like this, but it is not possible right now. however thank you guys for the feedback - this thing is not impossible, but the focus clearly has to stay on the game for the next few months
sorry, right now the focus is on shipping a game, an artbook is something that will move that focus away from this goal.
It's not that we wouldn't want to do something like this, but it is not possible right now. however thank you guys for the feedback - this thing is not impossible, but the focus clearly has to stay on the game for the next few months
No problem, I understand completely! Looking forward to the game
so hypothetical speaking, what would you guys like to see in an artbook?
Just like angel said, early concept art are always awesome. you know messy sketch with basic color, props etc. I also like when concept are full of text, i don't know if i'm the only one, i like concept with artist's note all around it. as well as Personal story from the staff, with fact, funny story and what your mind went through.
But really more concept then just final illustration. like 70% concept 30% illustration.
DON'T WATCH THIS ONE IF YOU DON'T WANT GAMEPLAY SPOILERS
[ame="http://www.youtube.com/watch?v=X-sd9T6ryt8"]Ori and the Blind Forest - Full Gameplay Demo | Gamescom 2014 - YouTube[/ame]
DON'T WATCH THIS ONE IF YOU DON'T WANT GAMEPLAY SPOILERS
The fact that it seems to have a strong gameplay and a strong storyline and not just an amazing art direction is increasing my hype sooo much! Good luck guys!
Hey Neox, i was wondering if you could share some info on how you approached making this game.
Cause, it looks as if it was 2d, but when the characters move around, you can actually see the "2d" element, ground, being affected by light. And do you have any reusable assets, or is everything uniquely hand painted? And stuff like that, would be really cool to find it out!
All you see is 2d, well handpainted elements on atlassed geometry to reduce overdraw. So instead of having an asset look like this
the assets look something like that
which is pretty common these days, so the scenes are in fact 3d with planes which get automatically generated based on the textures.
some info on how unity impletemented some of the ideas into the unity2d framework https://www.youtube.com/watch?v=B1F6fi04qw8
But moonstudios uses their own tech, i think someone more tech savy of the team will be able to tell whats selfmade and whats from unity, but i think most is selfmade. The game is in development for about 4 years now and most of these 2d features have not been around in unity back then.
So a scene is hundreds if not thousands of these elements, sometimes the 2d artists used a few planes in front of each other just to get a 3d effect on say a large tree trunk.
Every "level" is unique, but elements get reused often, rotated, scaled, shaded, distorted in engine. The game is basically a 2d open world game where you can run around seamlessly, no loading screens inbetween. Doing this with everything unique would be quite heavy on the texture memory and time consuming in production.
I'll not talk about how lighting is done, mostly because i never used it myself, but also i think Moon Studios guys should talk about their tech stuff. But there is a lot of trickering going on, which is simple at the very core but helps giving the scenes some proper shading.
Ah jeez. This game, Rayman Legends, and Treasure star is making me really want to get into 2d games. It all looks so pretty and controlled. Can't wait to play!
Neox, this game is really astonishing. I am a indie brazilian Unity developer, so i am very curious about some tech aspects of the game. I would be very very very happy if you could answer some doubts, or indicate a place or mate to do this. I will understand if it cant't be answered. Following the Lucki thought above, the first one is:
- You have talked about, but it is still unclear: The scenes in Unity are builted in 3d environment? Is it like the UbiArt framework, in which most is 2d (sprites, layers, main character), but in a 3d context (depth, perspective camera) to allow the use of 3d elements (like the flying boss)? It's not clear about how to do it in Unity. One print of a scene in Unity, or even a link to an article that introduce the method used, would be wayyyyyy awesome
Thanks a lot for your time and patience with us!
lets wait a bit for some more insight. However what i can say is, there is not a single 3d model running in the engine. We do not use a 2d parallax approach the sprites if you want to call the atlassed generated meshes, get placed in 3d space so all scenes have a real perspective. Some assets have plenty of layers to create more depth to them.
But we will talk about all this stuff once it is ready
Needless to say that Ori is probably the craziest sprite-based game ever created. Lots of our animations have hundreds of frames and yep, it's all sprite-based, no 3d models are ever loaded into the game.
Neox and thomasmahler, what an honor! Please, let me bother you with tech stuff one last time since the game is all sprite-based, is the camera used orthographic and/or perspective? Every material i´ve read about 2d with Unity talk about use just the orthographic using the sort layer resource, but when i see the current 2d Unity games (like Night in the Woods or Jenny Leclue) there is different sprite layers that only can work with perspective cameras. What is your approach? Thanks a lot!
We don't use ortho cams in Ori. We started making our own 2d setups when Unity didn't have any 2d frameworks and - frankly - our 2d workflow is probably way better than the current Unity thing, cause we set up our entire pipeline to work in a super efficient way and we tweaked everything to work with a huge 2d project as a test project to make it all come together. We also implemented our own selection tools, cause selecting 2d planes in Unity in 3d space was a huge pain in the ass.
I can't really say anything to Unitys own 2d stuff, since w're not really using their setups. That's the beauty of Unity, we just went in and adjusted the editor so it works for us.
Looking at our production - I think an artbook for Ori would be pretty boring. The workflow we use is pretty straight forward. We don't really do concepts, at least to a presentable state and then its only single assets. That would be more like a collection of random assets. Playing the game will be the better artbook!
Man, this game just HAS to get some kind of award for it's visuals, even if it's just start of 2015. Order and other games are nice and stuff, but artistic touch in this game is just mind blowing.
My feelings exactly! It looks so gorgeous that it almost makes me tear up. It's simply the prettiest game ever, and I'm so freaking excited for Wednesday.
And not just visually, at least judging by the prologue, it seems to have really cool characters that player can so easily attach to...i gotta admit, that's hard for me lately with the games, they feel kinda....empty and boring, liveless, but not this one....
Replies
sorry, right now the focus is on shipping a game, an artbook is something that will move that focus away from this goal.
It's not that we wouldn't want to do something like this, but it is not possible right now. however thank you guys for the feedback - this thing is not impossible, but the focus clearly has to stay on the game for the next few months
No problem, I understand completely! Looking forward to the game
Thanks a lot, i just hope people can look past the art, here is a quick review of the first 10-20 minutes of the game
http://www.computerandvideogames.com/471386/previews/ori-and-the-blind-forest-sings-in-your-hands/
it sings in your hands
Just like angel said, early concept art are always awesome. you know messy sketch with basic color, props etc. I also like when concept are full of text, i don't know if i'm the only one, i like concept with artist's note all around it. as well as Personal story from the staff, with fact, funny story and what your mind went through.
But really more concept then just final illustration. like 70% concept 30% illustration.
some more advanced gameplay demo from gamescom
DON'T WATCH THIS ONE IF YOU DON'T WANT GAMEPLAY SPOILERS
[ame="http://www.youtube.com/watch?v=X-sd9T6ryt8"]Ori and the Blind Forest - Full Gameplay Demo | Gamescom 2014 - YouTube[/ame]
DON'T WATCH THIS ONE IF YOU DON'T WANT GAMEPLAY SPOILERS
enjoy
Sweet! I will certainly check it out then
anyways here are some new images, starting with 2 concepts
and screens
You know, at this point, i don't even care about gameplay, even if i just look at awesome scenery, i'm perfectly fine with it . :P
It's nice to see the beautiful graphics being complimented with good gameplay.
Super excited :poly135:
actually, it's always been the other way around
thanks guys!
Cause, it looks as if it was 2d, but when the characters move around, you can actually see the "2d" element, ground, being affected by light. And do you have any reusable assets, or is everything uniquely hand painted? And stuff like that, would be really cool to find it out!
All you see is 2d, well handpainted elements on atlassed geometry to reduce overdraw. So instead of having an asset look like this
the assets look something like that
which is pretty common these days, so the scenes are in fact 3d with planes which get automatically generated based on the textures.
some info on how unity impletemented some of the ideas into the unity2d framework
https://www.youtube.com/watch?v=B1F6fi04qw8
But moonstudios uses their own tech, i think someone more tech savy of the team will be able to tell whats selfmade and whats from unity, but i think most is selfmade. The game is in development for about 4 years now and most of these 2d features have not been around in unity back then.
So a scene is hundreds if not thousands of these elements, sometimes the 2d artists used a few planes in front of each other just to get a 3d effect on say a large tree trunk.
Every "level" is unique, but elements get reused often, rotated, scaled, shaded, distorted in engine. The game is basically a 2d open world game where you can run around seamlessly, no loading screens inbetween. Doing this with everything unique would be quite heavy on the texture memory and time consuming in production.
I'll not talk about how lighting is done, mostly because i never used it myself, but also i think Moon Studios guys should talk about their tech stuff. But there is a lot of trickering going on, which is simple at the very core but helps giving the scenes some proper shading.
Even though you can't share too much on the lighting, even that is really great to read about! Really appreciate it!
I'm still a bit hazy about the release date, some states 2015, some that it should be release any moment so to speak. Any ideas maybe?
Tnx again for all that info!
sabor: i really can't say
okay one small teaser ahead of Tokyo Game Show
Very beatifull work, congrats!
[ame="http://www.youtube.com/watch?v=UA_urJ5KU2w"]Ori and the Blind Forest - TGS 2014 - Prologue - YouTube[/ame]
Man, i'm drooling all over the place....
THIS game man. THIS GAME. Damn. Holly crap.
This game is so beautiful, i can't wait to play it!
- You have talked about, but it is still unclear: The scenes in Unity are builted in 3d environment? Is it like the UbiArt framework, in which most is 2d (sprites, layers, main character), but in a 3d context (depth, perspective camera) to allow the use of 3d elements (like the flying boss)? It's not clear about how to do it in Unity. One print of a scene in Unity, or even a link to an article that introduce the method used, would be wayyyyyy awesome
Thanks a lot for your time and patience with us!
lets wait a bit for some more insight. However what i can say is, there is not a single 3d model running in the engine. We do not use a 2d parallax approach the sprites if you want to call the atlassed generated meshes, get placed in 3d space so all scenes have a real perspective. Some assets have plenty of layers to create more depth to them.
But we will talk about all this stuff once it is ready
I can't really say anything to Unitys own 2d stuff, since w're not really using their setups. That's the beauty of Unity, we just went in and adjusted the editor so it works for us.
http://www.oriblindforest.com/#!news/
bam!
and some new gameplay stuff, gravity riddles
[ame]https://www.youtube.com/watch?v=z3QIQseu_44[/ame]
YES PLEASE.
The painting process behind the backgrounds.
[ame]https://www.youtube.com/watch?v=uDt-5mLafqk[/ame]
last trailer is up
4 more days!
also
Yes, i'm hyped about this game. :P
I hope the launch kicks utter ass!