I'll never confirm why I picked those names and what my thinking behind them was, but yeah, some of them seem accurate enough
You have to listen carefully - we cut the shot to black right before Kuro gets Ori, but then you hear a very audible sound of something splashing into the water. That's Ori. What's suggested is that Ori fell into the water that is now clean again thanks to the actions he's taken inside the Ginso Tree and got fished out of the water by Gumo.
You have to listen carefully - we cut the shot to black right before Kuro gets Ori, but then you hear a very audible sound of something splashing into the water. That's Ori. What's suggested is that Ori fell into the water that is now clean again thanks to the actions he's taken inside the Ginso Tree and got fished out of the water by Gumo.
Oh I have never noticed that splash sound.
And I have seen and played that scene so many times.
Thank you very much Thomas for the reply. I want more Ori!
well the first one took 4 years, you will have to be patient
Of course I am! I am not waiting a new game now or anything, I don't want anything to be rushed. It's a dream game for me.
I just want it to happen some time. I want the confirmation.
I don't want to think that other soulless games get greenlit for sequels and a game like Ori won't. It'll be unfair if that happens but that's business and I get it. But still...
So, I want more Ori! :P
I would love to see more of Kuro. Anything at all you can share about her? I love the character and the design. Any chance for some "making of" scenes of the cutscenes of the game?
I would love to see more of Kuro. Anything at all you can share about her? I love the character and the design. Any chance for some "making of" scenes of the cutscenes of the game?
Yes, I've already seen the video. Thank you for the reply. Anything more though?
It's great seeing how the walking/running animation was handled. I'd never imagine that. Not that I know all this technical stuff or anything, but that was surprising.
I finished Ori last night, and god it is beautiful! Thank you guys for making it, it is truly brilliant and a really fun game that I will recommend to all my friends. Just a question, how did you guys do the water? Is it a plane that have a special shader to it, or was that 2d Animated as well? Considering that it have some effect of perspective to it I guess that it is a 3d plane with a special shader assigned to it. Or am I wrong in that conclusion? Just curious ^^.
And once again, great game and a great job and congratz to everyone involved.
You know, I've had this thought bouncing around in my head for a while, so here it goes: considering how Ori's kind is shown to turn into Ancestral Trees when they die, that leaves me thinking that the Spirit Tree himself was once the same - that he was an adventurous young spirit named Nibel who wandered far from home and died in a desolate land, and when he became the great tree, the forest grew out from his light and inherited his name. Any thoughts on this speculation?
Come to think of it, that sounds like great material for a distant - and tragic - prequel. Nibel and the Silent Barrens, anyone? I'd certainly play it.
Really fantastic execution on the game and game art, all around. Just incredibly impressive.
I'd love to know a bit more about the technical aspect of your asset sheets. Did all of you have a spec when creating sheets or did every artist create their own unique layout? For instance, did someone create templates that would provide some general use case assets like horizontal and vertical 'fills' to make standard ground planes and walls, while some sheets might have been created for very specific geometric shapes created in the scene layout by the designers? Or, was every asset meant to be used or combined anywhere in the game? I'm guessing it's a mix.
As a follow up, were your asset sheets created at a much higher resolution than what it was used as in game - say, double the resolution? Or where all the assets painted at game resolution. What were the asset sheet resolutions, and how many assets per sheet would you generally create?
Finally, not counting the time it would take to paint the assets, about how long would it take to set dress and light an average size room?
@DRP:
There is no such thing as asset sheets. Every single asset is one *.png in the sizes of the power of 2. There isn't much magic behind that. We could use everything everywhere due to the atlassing described earlier in this thread. Johannes and Max basically just painted what they needed and brought it into the game. I followed that example.
Ah, gotcha. Sounds like a very organic approach. The Rayman Legends artists used big sheets of assets, but that might have been their own solution to atlases. I assumed you were using sheets to make organization of images and visual consistency easier.
But I wonder, and pardon me if this is explained: I read through the thread but couldn't see it (or I overlooked it)
What was the approx / average draw-calls per scene?
I am asking as I am working on a 2D game myself, and my draw-calls often swing out to 200, while I then can't keep at least a steady 60fps in unity , I do use atlases.
Hi Guys, just created my account for this (not an artist but a game programmer who love art stuff) Here are all the lost files from page 1 (not in the same order)
Replies
Too bad I suck so hard at the game though
You have to listen carefully - we cut the shot to black right before Kuro gets Ori, but then you hear a very audible sound of something splashing into the water. That's Ori. What's suggested is that Ori fell into the water that is now clean again thanks to the actions he's taken inside the Ginso Tree and got fished out of the water by Gumo.
Oh I have never noticed that splash sound.
And I have seen and played that scene so many times.
Thank you very much Thomas for the reply. I want more Ori!
how about some plushies?
or maybe even bigger plushies?
Oh man. My daughter would kill for an Ori plushy!
Buuut... How about a new Ori game? ))
well the first one took 4 years, you will have to be patient
Of course I am! I am not waiting a new game now or anything, I don't want anything to be rushed. It's a dream game for me.
I just want it to happen some time. I want the confirmation.
I don't want to think that other soulless games get greenlit for sequels and a game like Ori won't. It'll be unfair if that happens but that's business and I get it. But still...
So, I want more Ori! :P
James' GDC talk is up!
I would love to see more of Kuro. Anything at all you can share about her? I love the character and the design. Any chance for some "making of" scenes of the cutscenes of the game?
check the video, james shows her
Yes, I've already seen the video. Thank you for the reply. Anything more though?
It's great seeing how the walking/running animation was handled. I'd never imagine that. Not that I know all this technical stuff or anything, but that was surprising.
And once again, great game and a great job and congratz to everyone involved.
100% would kick fianc
Come to think of it, that sounds like great material for a distant - and tragic - prequel. Nibel and the Silent Barrens, anyone? I'd certainly play it.
Really fantastic execution on the game and game art, all around. Just incredibly impressive.
I'd love to know a bit more about the technical aspect of your asset sheets. Did all of you have a spec when creating sheets or did every artist create their own unique layout? For instance, did someone create templates that would provide some general use case assets like horizontal and vertical 'fills' to make standard ground planes and walls, while some sheets might have been created for very specific geometric shapes created in the scene layout by the designers? Or, was every asset meant to be used or combined anywhere in the game? I'm guessing it's a mix.
As a follow up, were your asset sheets created at a much higher resolution than what it was used as in game - say, double the resolution? Or where all the assets painted at game resolution. What were the asset sheet resolutions, and how many assets per sheet would you generally create?
Finally, not counting the time it would take to paint the assets, about how long would it take to set dress and light an average size room?
Thanks so much, and again, great job!
-DRP
There is no such thing as asset sheets. Every single asset is one *.png in the sizes of the power of 2. There isn't much magic behind that. We could use everything everywhere due to the atlassing described earlier in this thread. Johannes and Max basically just painted what they needed and brought it into the game. I followed that example.
Thanks so much for the info!
best artdirection
BOOM!
so surreal
Congratulations! Certainly well deserved.
Here are all the lost files from page 1 (not in the same order)
http://airborn-studios.com/projects/2011/moon/ori_plush3.jpg
Actually is the one drawn under Ori's feet, but some of the shapes are hidden