The studio CEO behind The Mad Box has shared concept designs and a ton of details on Twitter. Last week, Slightly Mad Studios – developer of Project CARS 2 – announced that it would be joining the world of console manufacturers with company CEO, Ian Bell, tweeting about the upcoming hardware, The Mad Box. Today, Bell shared several concept images on his Twitter account, asking for community feedback on the designs, which you can take a gander at below. Bell mentions that the internals in some of the pictures have been blurred, as the studio is “still in discussions.” He shared four concepts in total, but described the first one as “garish,” saying that Slightly Mad will “probably tone it down” for launch. “I’d have it in my living room, I’d celebrate it. We should be proud of our gaming boxes! I just don’t think the whole of the potential market would have it in their living rooms. Hence it being a WIP concept … [Read more...] about Take a look at the design concepts for The Mad Box – the most “powerful console ever built”
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The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all. Check out earlier installments, including creating drama through a multitude of simple tasks in Bomber Crew, or maintaining player tension levels in Nex Machina, and achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions. Hello friends, “Big dreams yet limited means” could be the motto of pretty much all indie teams out there. It certainly was mine when I began work on our first steam game, Dead Cells, here at Motion Twin. My name is Thomas Vasseur and for one year, I was the only artist on Dead Cells, designing and animating every aspect of the game. I was in charge of the Art Direction, characters, monsters, … [Read more...] about Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells
Although news regarding Square Enix’s forthcoming Final Fantasy 7 Remake has been scarce as of late, the project’s producer Yoshinori Kitase recently provided fans with a development update to assure them that the game’s creation is still going well. Now, new concept art for the title has been revealed a little ahead of the publisher and developer’s Final Fantasy “Farewell Stories” 30th Anniversary Exhibition, which will run at the Mori Arts Center Gallery in Roppongi Hills, Tokyo from January 22 to February 28. As seen in the tweets and images below courtesy of the Twitter user simply known as “junshen,” fans looking forward to the Final Fantasy 7 Remake can get a gander at a bevy of fresh concept art for the title, including, but not limited to conceptual designs of characters and environments. To be more specific, the images come from part of the “Words Aerith Left Behind” exhibit, in which the Sector 5 Church of the … [Read more...] about Final Fantasy 7 Remake Reveals New Concept Art
As you're getting ready for the Game Developers Conference in March, organizers want to be sure you know about some of the great sessions taking place at the event that are all about the art of great level design. Each of these talks is part of the Level Design Workshop, one of many focused, insightful Bootcamps and Tutorials scheduled during the first two days of GDC -- that's Monday and Tuesday, March 19th and 20th this year! The Level Design Workshop returns for the eighth consecutive year bringing together another all-new docket of talks spanning a variety of topics that will interest working and aspiring level designers across the game industry. Historically, LD Workshop presentations run the gamut from sharing specific techniques, to in-depth analysis of shipped games, to introspective explorations of "big" concepts that affect level designers/teams, as well as providing guides to process and workflow. For 2018, Clint Hocking and … [Read more...] about Sharpen your level design skills at the GDC 2018 Level Design Workshop!
When Trinket Studios' Battle Chef Brigade landed on Steam and the Nintendo Switch last fall, we at Gamasutra were taken aback at how well it mixes a unique set of mechanics with striking storytelling and art design. When we had studio president Tom Eastman on the Gamasutra Twitch channel shortly after its launch, we were surprised when he explained that they entered development without a clear plan for its core gameplay. The stories he told about coming up with and designing the "Match-3 game meets 2D brawler meets Iron Chef" mechanics of Battle Chef Brigade proved intriguing, and well worth hearing if you're interested in making games. To highlight that part of our conversation, we've gone ahead and transcribed a portion of our Twitch stream that might be useful for game developers trying to "find the fun" in their current game projects -- especially those who might be struggling to express abstract concepts through game mechanics. … [Read more...] about How Trinket found the right recipe while designing Battle Chef Brigade