From there, however, the animators are largely given free rein, and this often leads to them doing completely unique and surprising things. PGS: When the concept art of a character – whether it's an enemy or an ally – is ready, the team brings a bunch of references: we watch a lot of other games, movies, and random YouTube videos, and then we discuss them together and try to figure out what would be the most exciting and funniest direction that at the same time that also fits well into the game. It’s much easier to continue working with and expand upon an idea if you can visualize it. Even if you’re not a graphic designer or artist – as many designers come from the technical side – still always try to visualize your ideas.What did you like, and why? What didn’t you like, and how could it be improved? What would you make better? Play with a lot of other games, and see what you can learn from them. There’s no need to reinvent the wheel when you can build upon the knowledge that has been achieved through years of development. Today’s games are a result of decades of improvement. Always use references for everything! This is the most important.If we had to give advice to beginning designers, these would probably be the two most important: The gameplay mechanics themselves may not be fully unique, but the visual style often helps them to feel that way. Our animators have pretty much free rein over them – most designs don’t specify exactly how a given creature would move, which allows them a lot of creative freedom. I’d say that our monsters are perhaps most unique in their animations, at least compared to other games. It’s hard to create anything that isn’t met with “oh, this is just like this other thing”. These days, coming up with anything unique is near impossible. But Mandragora is the first game that I feel is completely my own. While that game didn’t end up going anywhere, it’s where my game dev career began.īefore working at Primal Game Studio – which I founded with my brother and some friends in 2012 – I worked at a game development company called Black Hole Entertainment as a graphic designer, but I also had an active role in the foundation of the CG company Digic Pictures.īefore working on Mandragora, I worked on eight games in total, including an RTS in the world of Warhammer, a TPS sci-fi shooter, and an unannounced game in the League of Legends universe together with Riot Games. However, I left before getting my degree as my dream came true: a few guys, who I met at one of Hungary’s biggest scene parties, Ragest, invited me to join their development team and work on a speedboat simulator. In high school, I studied Art and Art History, but at college, I studied Programming. I work on pretty much everything but programming – I write design, I plan UI and levels, I handle lighting and I work on 3D models. István Zsuffa: I’m István Zsuffa, Creative Director at Primal Game Studio.
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