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Legos and Game Artwork


Josh

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I recently had a strange interest in looking at Lego sets online and watching reviews. There was something about them that I felt like related to game development and level design. Something very interesting I noticed was that each set would include several extra elements that formed a story line. This added "play potential" to the set. For example, the raft below includes three pirates loaded with weapons, one who is obviously the leader, a treasure map, so the crew has an objective, and a shark, which serves as an adversary or obstacle to overcome. This is a lot more interesting than if they had just made a simple raft and sold it on its own.

 

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Sets of 3D models tend to be sold as a collection of objects. You buy five cars, and hopefully you've got that car problem taken care of for the rest of your life. It's kind of dull and tends to become a chore of "collecting" things that don't add a lot of value to a game.

 

Based on this idea, I have several DLCs planned that are made up of items that create unique gameplay opportunities. Each pack includes unique scripted items that don't exist anywhere else, and sets up new "play potential" for your games. This could also allow me to distribute the cost of character models across several packs. At $6000 / model I can't quickly recover the cost of production of a pack of AAA characters. If they were distributed in a DLC with environment props I can offset the cost of production and build new content in a sustainable manner. I hope to have some of these available before Christmas.

 

We're also experimenting with building higher quality content. Game assets are still a huge problem. The fact is that most of the third-party content available on the web just isn't that good, or is very inconsistent. In fact the phrase "unity asset" has become a common derogatory term for "bad artwork", regardless of its origin. If making large collections of high-quality content was profitable, people would be doing it. So it seems to me this is a sales problem.

 

The modding community tends to have a ton of high-quality original artwork, while the indie game development community tends to have terrible artwork and presentation, as a general thing. This has always confused me. I'm not talking about pre-made game content, I mean the work the community itself produces. Modders always have much better art and presentation. You can even see this in Vectronic, a game that began as a Source Engine mod. Why does indie game artwork have to be instantly recognizable and kind of amateurish? This needs to change.

 

Fortunately, our DLC sales are quite high, higher than anything else on the web, from what I have heard talking to various artists. We can produce high-quality content and recoup the costs, even making a small profit. This has to be carefully planned though. Contracted work works best when you have a longstanding relationship with the contractor. It can be difficult to get things started initially.

 

For environment art, I've relied on Ancient Idol Studio for several years. I've talked to Rich about the need to raise our art standards, and he thinks he can produce better output with a bigger budget. We're starting by modeling a new pickup truck as a test.

 

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His instructions are to produce something similar in quality to the vehicles in "SpinTires", with a 6000 poly budget:

 

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Eventually, we're going to revise the entire demo level. I'm starting slowly by focusing on one item so we can learn what we need to, establish our art style, and then ramp up production of more content.

 

I also have someone working to replace our default pistol vwep. If this works out, I plan to rely on them to produce more weapons.

 

I'm still looking for a freelancer or shop for character models. It's difficult to find someone with work that isn't overly stylized, is cost-effective, and good with communication. I'm willing to be flexible on costs, but spending more money doesn't necessarily mean you get a better result. This is made more difficult by the fact that most portfolios tends to show off the most outlandish art...which isn't a good representation of what I am looking for.

 

My goal right now is to get one good environment model, one good vwep, and one good character, with a cost that can be quickly recovered. If we can get one of each, we can keep producing more and DLC sales will cover the costs.

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I think third-party content covers a much broader spectrum beyond what we could possibly hope to create ourselves, and I hope to support this in the future with a built-in store. However, without first-party content our engine has no identity. Almost all the screenshots people post just use the default models and textures, so at the present time our identity is "orange grids and that one mutant".

 

There's also an issue that a model itself is not terribly useful. Models need sounds and extensive scripting to be interactive. It's hard to set up scripting on an object that you don't have control over the production of. It works a lot better when I set up scripting on an object we created, and then let that serve as a guide on how to do it.

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The lego packs sound like a good idea. Overtime release small quality dlc packs and each pack contains enough for a small story/mini game.

 

So for example the lego police set, you could have the poilce station but instead of it being one building make sure it is made in mulitparts so people can assemble their own unique versions. And it could come with a criminal and a cop character, maybe a police car and some other models/accessories. Simple game scripting included could be catch the ai robbers and lock them up. Mini game and content right there in one dlc. :)

 

Lego characters are kind cool too the way you interchange parts of their bodies ie. legs/torso/head/hair/hat to make lots of variations. Not sure if something like that would be feasible though but I suppose one or two character models with different skins would be the equivalent.

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I picture self-contained behavior that adds gameplay possibilities in a variety of game types. For example, an automated sentry gun, exploding items, or a cargo crane the player can operate. In the case of a police car this could be as simple as adding a siren and lights the player can toggle on and off.

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Starting as a modder, and starting as a indie developer are two different things. When you find a game that you love and want to make more content for it, the developer would have a sample pack of raw maps and models for you to go off of, or the community would make decompiling tools so you can look at these raw maps and models. People tend to learn better if they have examples to go by, rather then starting from complete scratch when they start their indie game.

 

The AI and Events map is a "almost good" sample map. Yes, it demonstrates how bsp geometry, flowgraph and AI can be used in maps, but I recall the textures not being their default scale on brushes, the wall height was around 320cm tall than the 256cm that is stated in the recommended mapping standards. It would also help if the map was released in various forms showing how maps are traditionally made showing that all maps start as blocks of dev textures first, THEN it gets the art treatment when gameplay is established. Many people tend to think that the map is made with the assets from the start.

 

So in conclusion, I recommend you release all the raw sources of models and such you tend to redo. Doing this will allow people to study it, mod it, and learn from it. For instance, I really want a viewmodel sample model to help figure out how to make my own. I learned most of my knowledge from pre-made models and maps, and I feel it's a great way of demonstration.

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yes, but you can't compare the amount of assets they sell. they have more dlc's but not necessarily the same ratio between users and dlc's. leadwerks ratio is excellent only because we have like 3 dlc's for now. once this number goes up and the selection becomes bigger not everyone will be buying everything. I think it will go down eventually.

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Saying that Indie art is kinda amateurish or terrible, is not very friendly, Josh. To begin with, most indie game developers are amateurs, not pros. We create things from scratch, unlike modders who modify existing examples. It's easier for some to mod an existing game, then to make one of their own from scratch. There are plenty of great art examples made by indies.

 

Also, making large collections of high quality content IS profitable, but it requires a loooot of time do make one (complete) large asset pack, plus the necessary skills. My Desert pack would be bigger and more complete, if i would only find the time, considering that i have my own projects to work on.

 

And, as YouGroove said, there are plenty of good assets on the Unity store. The problem is that there are too much different contributors with different styles or skills, and that the support of some of these assets gets lost because of various reasons: engine version changes, lack of time, etc...

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Josh, may I suggest that you use the bone rig for characters from the motion capture suit that you bought. I do not have mine yet but there are a few people here that have bought it and we could provide good quality cheap animations.

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Chris, I like your stuff. In our gallery I see a huge amount of filler textures that look like they were drawn in Windows Paint, or scenes with no textures at all. Animated characters are by far the hardest thing to obtain. Coming from a background in the modding scene, I am accustomed to a much better quality of presentation. I think it may be because the indie game scene tends to be dominated by coders.

 

The fact that 75% of our screenshots only use whatever default content I provide is a strong indication that lack of artwork is a real problem. What's even harder is the synergy between art and code. It's impossible to create interesting interactive objects without control over the models they use. I only created our artwork as a minimal example, but people rely on it very heavily. I did not expect the engine to be judged based on what art content comes with it, and now that I understand how important this is, it's time to address the issue and see what can be done to improve it.

 

People who play games don't have any understanding or patience for how hard artwork is. They just look at something, and if they don't like it they will say so. I see this in YouTube videos all the time. Things don't necessarily need to be high-fidelity hyper realistic, but a pleasing visual style is needed.

 

It's easy to expend energy on lots of different things. I have learned that when you find something you know you want improved, but you feel like you can't make progress, is when you are making the most progress. This is a hard problem to solve, which is why solving it will be the most beneficial thing we can do.

 

As was pointed out in the comments, it may even help harness the community's power better because providing more defined guidelines helps provide a suggested style and methodology. Vectronic, for example, is completely different from Portal but has a strong visual style because it was based on a well-defined theme.

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I agree with the other commenters, modding and indie are worlds apart. With modding you base new creations on an established style, theme, and gameplay. You are on what essentially are training wheels. When you create something yourself you're on your own.

 

Also the reason why people have issues with how Unity looks is not really the assests. It's the stock shaders and stock player controllers. This tends to make all the games look and feel the same. Unreal has the same issue if you're not a AAA studio with your own shader designer. With any broad success, Leadwerks will fall into the same problem, and those 2 engines have node based shader creators.

 

With all that said I welcome a more complete asset collection. My suggestion is to have a regular dlc and a pro version where you get the actual textures and maybe the models.

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I've been going through a lot of third-party artists recently. It's easy to get mediocre content, it's very very hard to break out of that. There's definitely a skill it requires beyond just being to make the content.

 

In all of this, I feel like we're moving laterally, and it's difficult to move forward. This is encouraging to me though because this problem is becoming very clear to me. I think it will make more sense when I show you what we have in progress.

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I know this is planned for paid DLC but, this concept would work really great for the seasonal coopetitions. Just like lego sets, maybe you could have a small set that is free for the coopetition then a larger one that's for sale.

 

Like if the theme is pirates, there could be a set with a few items(that have the basics for a story/theme) for free but also a large set with additional items that are in line with the free set but for a price. I think that could make the coopetitions much more interesting.

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Hi Josh,

 

If you have not done so yet, check out Project Spark.

 

I do believe that they nailed the "legos and game artwork" concept beautifully! Yet everything is not that rosy over there; lots to learn from their disgruntled user base (food for thought) on their forums...

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