Wednesday, April 14, 2010

Nordic Game Conference

We'll be displaying the game at the Nordic Game Conference. If you plan to attend, don't hesitate stopping by for a demo of the game. Ample piles of clay will be available, so you can get down and dirty - and perhaps find your inner child again.

Erik's the tall blond guy with glasses. Tickle him and he'll tell you all his secrets. Anders is the short, shifty looking fellow who'll make a grab for your purse (or murse) once you turn your back.

Both enjoy it when people buy them drinks.

http://nordicgame.com/

Tuesday, April 6, 2010

Autistic Revelations

I put some extra effort into some of the The Dream Machine: Chapter 2 props. I build them 50% larger so they look nice for the required close-ups. We have a general rule of thumb when creating a TDM set: 70% of the stuff should look great by itself, but give the remaining 30% that extra polish and attention to detail.

I can't talk too much about the purpose of this strange contraption, but it will crop up in Chapter 2, and will be even more important in Chapters 3 and 4. The base for the dial is made out of a Swedish 1 krona coin. I'm not entirely satisfied with the above paint and design. I'll await Anders' final decision.

On a related note: I curse the day we decided to go all the way creating a game made entirely out of clay and dirt. I have... unhealthy dreams of simple vector graphics and lovely 3D objects dancing in front of me.

But remember, whatever they tell you in school: having autistic tendencies can be a resourceful trait later in life...

And, please join us on Facebook

Stay tuned folks,

 - Erik

Saturday, April 3, 2010

Easter Promises

The Easter Bunny brought me this peculiar egg the other day.  Hope you enjoy it...

 Happy Easter!
-Erik and Anders

Monday, March 15, 2010

Meet Mr Morton

As we mentioned in a previous post, the game takes place in a quiet, unassuming apartment building. In the game, you play as Victor Neff, who just moved to a new city with his pregnant wife.

A realtor service put them in contact with an elderly gentleman, named Felix Morton, who owned an apartment estate with a vacant flat. After very cursory inquiries, Mr Morton decided they could have the flat - and that, as they say, was that.

Mr Morton enjoys listening to moody jazz on an old cone grammophone and goes through a pack of Gauloises Brunes a day.

He also has something to hide.

Monday, March 1, 2010

Super Mover Galaxy


Hi folks,

I just found this gorgeous mock-up that our 3D Animation Anders Dahlström did late last year. It's a slightly tweaked version of the mover who's helping Victor and Alicia get settled in their new flat. He looks reliable, doesn't he? What could possibly go wrong with a guy like that moving your furniture?

Production on the game has started picking up pace again after a small hurdle, and we're currently accepting beta testers, if you'd like to participate.

Stay tuned for more information on where to sign-up.

Cheers,

 - a

Wednesday, January 6, 2010

Jay Is Games Nomination

The Dream Machine-Demo is nominated in the Jay Is Games "Best of 2009" competition. Swing by and vote if you feel like it. You'll find the nominated games here.

Love.

Sunday, January 3, 2010

Join the Facebook group!


Another way to keep updated with the project is to join our Facebook group. You'll find it here: The Dream Machine

I'm pretty happy about 2010 so far. Got some laundry done yesterday. Just found a recipe for a nice casserole that I'm considering making later today. On the minus side, I'm running a bit of a cold and Sweden is freakishly chilly and dark this time of the year.

How about your 2010?

Wednesday, December 30, 2009

Napalm Sticks to Kids

Like Erik said in his previous post: it's that time of the year where we collectively lean back in our comfortable easy chairs, and try to look back at past events in an attempt to gauge if we were beneficially or detrimentally affected by them. And what better way to do this than in the easy-to-digest form of a Top 5 list?

So without further ado, here is my highly subjective list of "The Top 5 Adventure Games that Affected Me the Most".

Monkey Island 1 & 2
These games are principally the reason why I'm making games today. I've yet to see a better marriage between story and gameplay than these two games, one feeding the other in subtle non-intrusive ways.

And no, I don't care much for the sequels. I think they misunderstood just about every aspect of why the first two games were great. Sure, they are funny and enjoyable games, but in Monkey Island 1 & 2 there is always a lining of darkness undermining the humor, making the experience strangely unsettling in a brilliant way.

Sanitarium
It's easy to overlook Sanitarium: it wasn't marketed much and was overshadowed by Tim Schafer's magnum opus Grim Fandango, released the same year. And sure, it's a flawed master piece: the control scheme is very annoying at times, but it still contains some of the most haunting scenes I've ever come across in games. Playing hide and seek with deformed children at the beginning of the game; haunting a young grieving couple as the ghost of their recently departed daughter; the agonized screams of other patients being caught in the burning mental institution. Clearly designed by a very morbid person -- and all the better for it!

Loom
Not widely included among the LucasArts' Top 5 but possibly the game that left me feeling the most drained and depressed upon completion. And I mean that in a good way, like the empty feeling you get after completing a huge undertaking. Also contains moments of somber, poignant brilliance, like when you come across the body of a young smith apprentice whom you've "accidentally" killed, seeing his ghost rise to confront you about what you did.

Also -- and this is a side note -- what happened to the "audio drama" tapes that you could listen to while installing the game? It was a great way to set the stage before actually playing. I miss those days...

A scan of Datormagazin's review here (in Swedish). And whoever is behind this great site (with magazine scans from the 80's and 90's), you have my deepest thanks!

Another World (known as Out of This World in the US)
While technically more "action-adventure" than straight-up "adventure", this is one of my favorite games of all-time, and certainly another example of games that leave you emotionally drained upon completion (in a good way).

I include this on the list as I couldn't decide which of the Delphine Software adventure games I consider the best. I consider them each a flawed masterpiece: the beautiful (but pixel huntingly frustrating) Future Wars; the great spy adventure (minus the useless action sequences) Operation Stealth; and the intriguing murder mystery Cruise for a Corpse. Another World is the only one I still feel awed by. Especially considering that it was all basically done by one freakishly talented guy.

Space Quest III
This isn't the best adventure game out there. While highly entertaining in that trademark sadistic Sierra way, it kind of felt like a waste of great potential. The whole narrative was a bit of an inside joke; the arcade moments aren't all that great; and once out in free space, you'd discover that there was only like three planets to go to (each of them pretty shallow experience-wise).

Still, I didn't hesitate putting it on the list. Why you ask? Well, during a vacation with my family in 1990, I unwisely only brought one piece of reading material with me: a copy of the Swedish game magazine Datormagazin, containing Göran Fröjdh's glowing 5 out of 5 review of Space Quest III. For two weeks I obsessively stared at the featured pictures of space bars and lava planets, imagining all the adventures that could be had there.

A few years later, when I finally got to try it out at a friend's place, it unsurprisingly failed to live up to my expectations. But for me, during those two weeks in Germany -- free to imagine whatever I wanted -- it was the best game ever.

I hope you have a terrific time celebrating the new year.

Cheers,

- a

Tuesday, December 29, 2009

Yet another list at the end of the Year

Dear friends!
Since we´re moving into a new decade I couldn´t resist posting a list of my top 5 games that I´ve spent the most time with for the past 10 yrs. Some of the games mentioned are just so darn good that I have to play them over and over again while others´s just a good excuse to kill some time while commuting, just before bedtime, etc etc...

So here goes:

5. Theif II (PC)
4. Half Life 2 and the following trilogy (PC)
3. Resident Evil 4 (NGC)
2. Final fantasy Tactics A2 (NDS)
And finally the charming but not necessarily brilliant as my no. 1
1. Advance Wars 2: Blach hole rising (GBA) I don´t dare to count the hours I´ve spent with AW 2 it would be a... shocking sum.

Honorary mention: Perfect Dark, Counter Strike Zero/Source, Zelda Windwaker, Halo 1-2 and Fable.

You have a list for us?? Come on and post it...

Bye for now.
-Erik

Thursday, December 24, 2009

Merry christmas & Happy Holiday!

Just wanted to wish you all a very merry christmas! We've made this special X-mas version of Victor just for you.

Next year will be exciting indeed. In January we'll be able to give you a launch date for the first episode of TDM (hooray). During the coming months we'll be quite occupied with the development of the remaining episodes of TDM thanks to the money awarded to us from Nordic game (see previous post). So stay tuned folks, the adventure continues.

And again: Thanks for your thoughts and comments so far.

Y'all have a nice holiday. See you next year.

-Erik and Anders

Monday, December 14, 2009

The Dream Machine awarded funds!

If you're following the blog, you'll be happy to know that the outstanding people at Nordic Game awarded us funds to continue development of the game. This really helps out a lot and gives us the financial stamina to keep making this game the whole-hog full-blast unforgettable experience it deserves to be.

You can read all about it HERE.

These last few days, we've mostly been working on engine updates, and since code makes for boring visuals, I'll post an image of my work station in stead. The picture was taken over a year ago, so it doesn't look exactly like this. But as far as writing and coding the game, this is pretty much where it happens.

Again, big thanks to Nordic Game for helping us out!

Friday, November 27, 2009

A New Life in a New Town

Though we want you to discover the story for yourself, we can at least give you a brief idea of the backstory and setting for the game.

In the game, you play as Victor Neff, a guy who's just moved to the big city with his wife, Alicia. They used to live in a smaller town, but with the economic recession, job opportunities started to dry up and with a baby on the way they really couldn't risk unemployment.

Though caring and outgoing, Victor isn't exactly an ambitious guy. Up until now he's led a pretty comfortable life. He's long nurtured a dream about making a name for himself in the music industry, but aside from buying a guitar and learning a few chords, he hasn't actively tried to pursue it. While waiting for the "timing" to be right, he's been working in the office of a company manufacturing farming equipment. A job he got since the boss was a friend of his parents.

Lately the company has been having financial difficulties, and when Victor got an advance notice about his department possibly getting axed, he and Alicia decided to move to a new city -- with better prospects -- and start life anew.

The game begins the morning after they arrived to their new home. While trying to get settled in, they soon discover that all is not as it seems in the quiet, unassuming apartment building...

Monday, November 23, 2009

Character generation

Finalizing the design of the character was only the beginning of the process of getting the characters into the game. After Erik had built and painted the finished clay figurine, the characters had to be processed through quite an array of steps before you could actually interact with them.

In order to transpose the nice hand painted texture onto a 3D mesh, we photographed each character from a number of different angles.

From these reference pictures our modeler, Anders Dahlström, created a 3D approximation of the figurine, using a composite of the various photographs as a texture map to wrap around the mesh.

With a complete model, he could then start animating the character. Since we largely plan on distributing the game online, file size budgets forced us to be quite restrictive when it came to animation. Basically each character had a still pose, a walk cycle (double step), an interaction animation and a pick up animation. That's it. These then had to be rendered from 5-8 different camera angles depending on how symmetrical the character design was.

Victor's little funky brush hair made him completely asymmetrical and therefore we had to render him from 8 different angles, but for most other characters 5 proved sufficient.

Since the characters have to travel through a large number of different lighting conditions, we had to experiment quite a lot with how to blend the different render passes. In the end we settled on the four layers you can see above, but starting out we had a few more. They're each blended with the underlying layer in unique ways, and finding the right way to mix them required a lot of trial and error.

To help us out with this, we posed the different variations in a number of different lighting conditions to see which one worked best generally. Just glancing at them they look very similar, but if you study them carefully you start to notice subtle differences in how they're lit.

Compositing them together required a combination of After Effects work and Photoshop. We used After Effects to blend the different layers and crop the images as tightly as possible.

Sometimes the rendering left some edge artifacts, but that could easily be removed with a Photoshop batch process that also reduced the characters to their final size.

Once all the rendering work had been completed we moved on to the exceedingly boring phase of editing all the 300 separate images (for each character), before chopping them up into the 8x4 animation slots we use in the game. But once all this was done and the actor system took control, seeing them walk around and interact in the game was a pure joy and we soon forgot how trite and laborious the journey to get them this far had been.

Cheers,

- a

PS: I'm not entirely up to speed with 3D lingua franca. If you spot an error in the post, don't hesitate to point it out in a comment and I'll stare at it sternly until it goes away.

Tuesday, November 17, 2009

Business As Usual...

After the intense experience of completing the first chapter of The Dream Machine for the IGF competition our workload has reverted to a more agreeable pace. Right now we're re-working some of the features in the first chapter of The Dream Machine that we always felt needed a bit more love & attention.

This post will briefly describe a typical situation where we decide to change some graphical elements in order to make the world of The Dream Machine more coherent...

We had some challenges early on in the production trying to find the right look for some of the areas in the game. In order to get everything up and running, we had to build quite a lot in a very short time span. At the time we didn't have any detailed design documents, and built most of it by ear. Most of this worked out fine, but we had to rush some of the environments in order to be able to build others. The kitchen was one of these environments that we felt was a bit too rough.

We couldn't re-shoot the entire set, since pieces of it had been misplaced while moving out of the old studio. Instead, Anders suggested that we only redo certain parts of the image. The floor, for instance, could simply be overhauled using a single 4x4 tile piece (see picture above). This single piece was then duplicated in Photoshop and replaced the old kitchen floor, which felt bland and disproportionate to the characters. We went with a more classical look for the kitchen using black and white tile.

Furthermore: During our playtests we noticed that every player would try to interact with the fridge. Which stands to reason, since if you present a large interactive looking object in a room, people will expect to be able to do something with it. Not allowing them is kind of like placing a piece of candy in front of a child and say that they can't eat it. Our first fridge was cut out of a single piece of Styrofoam, and couldn't be opened. Re-dressing the location, I had to build a new fridge with an inside and a door that could open (see picture above).

As much as we loved the green fridge, it had to go in order to allow for more interactivity.

Almost final result above. Better? Any comments?

There are some elements yet to be added to the foreground and Anders will probably work his magic with Photoshop tweaking details here and there, since some stuff would be very difficult to do in an entirely analogue way. But when you mess around in Photoshop too much you risk losing the all-important hand made quality, so we try to keep the re-touching as low-key as possible.

OK, that's it for now. The development is progressing in a very promising way, and hopefully we'll have some good news for you in a week or two.

Thanks for your comments and input! Tell us what you think! Take care and stay tuned folks...

- Erik

PS: They mentioned
The Dream Machine in diygamer.com last week. You can read about it here.

Tuesday, November 3, 2009

Hell Week Survived!

If You're following the progress on the game, You'll be happy to know that both Erik and I survived the beta crunch week. Sitting on our hard drives is now a feature complete, fully playable version of the elusive Chapter 1.

In the coming week we'll playtest the crap out of it, before moving onwards to the aptly named Chapter 2. Hopefully that'll go a hell of a lot smoother, considering that all the heavy lifting, programming-wise and story-wise, is now established.

As a little teasing morsel, we leave you with the full line-up of characters in Chapter 1. Standing in the middle is the lead character, Victor Neff, and to the far left is his wife, Alicia. But what about those vague blurs next to them? Could they have any significance or are they just a random assortment of pixels? More will be revealed soon.

Stay tuned...

Tuesday, October 27, 2009

Beta Crunch Mode

So we've officially entered Beta Crunch Mode with The Dream Machine - Chapter 1. We're trying our darnedest to get it done for the Independent Game Festival, and so far it's looking good. Not great mind you. A lot of assets have yet to be delivered and whole chunks of dialogue has not been written. But for every placeholder graphic we swap for a real one, for every line of code we add, things slowly start to congeal into a somewhat coherent whole.

This might turn into a game after all.

Thursday, October 22, 2009

A new trailer!

We thought we'd celebrate relocating to a new server by publishing a brand new trailer for the game! It's a rough cut, that we'll re-edit in the comming week, but tell us what you think so far.

Check out the TRAILER!

The music is a placeholder piece generously donated to us by the ingenious composer Anthony Lledo. Check out more of his work here:

http://www.anthonylledo.com/

Sorry about the downtime!

Our hosting server caught the swine flu and we had to take it out back and shoot it. Them's the breaks I guess. With a new server up and running, we're pressing on trying to get the game done.

We'll try to enter it into IGF this year and the deadline is Nov 1st. It will be quite tight, but work on the characters has progressed nicely. Now we'll just have to write a ton of dialogue and finalize design on the last elusive puzzle. And some other exciting stuff that we look forward to telling you about in the coming weeks.

The picture above is me working on the animations for one of the characters. It's a tedious, labor intensive process (that I'll post about in a few days). But once you see the characters moving around in the game world, it's definitely worth it!

Sunday, October 4, 2009

A small token of appreciation...


We have received some positive feedback over the last couple of days since we launched the TDM Blog. As a result of this we´ll show you this sneak peek of one of the charcters you´ll encounter in the upcoming episode of TDM. Please let us introduce the girlfriend of Victor Neff: Alicia.

Right now our 3D (Maya) guy is rigging this character and we´ll soon be able to show some early animation tests...

We get really excited when you send us e-mails. Please feel free to send us those comments/questions if you have any...

Thank you!
-Erik and Anders

Wednesday, September 30, 2009

Designing Victor

We started designing the characters surprisingly late during preproduction. The reason for that was that we didn't really know how we'd get them into the game. We knew we wanted to retain the hand made clay look throughout, but the techniques at our disposal each came with a different set of advantages/disadvantages.

Stop motion animation would certainly allow us to keep the look of the material, and the animation would keep all the nice little quirky imperfections that comes for free when you do stuff by hand. But having to manually lay bare over 200 individual frames (per character), just seemed too labor intensive.

Lighting the puppet would also be a bit of a chance taking, since the main character has to travel through a number of very different lighting conditions. If we found out that the lighting didn't work once the character was in the game, we would basically have to start over from scratch, reanimating and relighting.

3D-animation solved both those problems but we weren't certain that it would allow us to retain the right material look we wanted. 3D has a tendency to look too clean and generically lifeless.

The two sketches above where both done by Mikael Lindbom from Dockhus Animation. They depict the games main characters Victor and Alicia Neff. Mikael did them early on, just to get the character design ball rolling. And though stellar drawings, the design was a bit too cute and cartoony. The themes in The Dream Machine have quite a dark slant to them, and cute characters with big heads would seem a bit out of place.

On a joking whim, he drew Victor to look like me (Anders). And though I have to admit, there are some similarities, I would never, ever wear a polo neck.


Wanting to steer away from the overly cute expression, we started toying with the idea that every character in the game wore a mask. We didn't have a rationale for it, except for the fact that both Erik and I are very fascinated by masks.

We were hoping that the players would just accept it as a rule of the game universe, that everyone wore masks. But that turned out not to be the case.

We wanted to go for an expressive, stylized look for the characters, reducing their features to bare bones geometric shapes. Erik (who did all designs for the characters) did the early test above, and though it has a lot of merits, it came off as too off-puttingly strange; its featureless face a bit too hard to relate to for this to be a suitable design for the lead character.

But we -- being of the opinion that it's better to err on the side of surreal and creepy rather than opting for something blandly cute -- felt that this was a step in the right direction.

These early designs, for some of the other characters in the game, where a lot closer to our intent. But ultimately came off as stylistically a bit too diverse, running a strange gambit between reduced expressionism to the comically cartoony.

Another one of Erik's early tests for the main character. Those of you familiar with 3D animation can probably tell by the pose that by this stage we'd decided to go 3D.

In order to retain the look of the clay material, the character would still have to be built and painted by hand. From a series of turnaround photographs our 3D modeler would try to faithfully recreate the shape of the clay figure and apply a UV map lifted from the photos.

Everybody we showed this early test render to had a similar reaction: "It looks nice, but why is he wearing a mask?" The mask, instead of being suggestively creepy as intended, ended up being a distraction for the viewer. And we soon decided to tone it down.

Honing in on a more final shape, Erik added more features to make the character a bit easier to relate to. The main character in the game, Victor Neff, is supposed to be in his early 30's, so the design just seemed a bit too young.

We also wanted to subtly hint Victor's belonging to the electronic music scene by giving him a nice synth hair-do.

Adding a few years and reducing the overall shape of his face to the simple geometrical triangle, landed us very close to what actually turned out to be the final design for Victor.

Now the only problem that remained was: how do we paint him?

Both Erik and I are huge fans of the movie Blade Runner, and having just seen The Final Cut at our local cinema, it struck us that Harrison Ford wears just about the best looking shirt ever made in that movie.

Not so sure about the tie, though...

And voila! Some work on the detailing and a nice coat of paint later, we had us our leading man!

Monday, September 28, 2009

The Dream Machine

This is a blog about game The Dream Machine.

We've been toying around with the idea that it might be useful to have a little news feed about the development of the game.

Play the demo here:

http://www.thedreammachine.se/

Saturday, September 26, 2009

We live in Sweden!

We (the core team of TDM) feel that we have to shed some light over our present situation.
Both of us are from Sweden (gasp!), but we don't live in the same town (see picture).
Anders lives in the south of Sweden in Malmö (close to Copenhagen, Denmark) and Erik in Gothenburg, 300 km north of him. This means that we spend a lot of time talking on the phone...

Creating the world of TDM

Most of the stuff in TDM is handmade. The materials we use are: modelling clay, super sculpey, mdf board, cardboard, plaster, acrylic paint etc etc. The character I´m working on above is Mr Morton (the landlord). I´ll show more of him later on (with Anders permission).

Look how neat and tidy!!! If you can identify the three most imortant items for anyone interested in building miniature sets/props/characters I´ll... ehh... give you... a special prize!

This picture shows the set up for Neff´s bed room. I control the camera (canon 400D) from my computer and it usually requires 20-30 test photos before I´m satisfied. Then I´ll send it to Anders and hopefully he approves my creative effort and the Photoshop magic begins...

and Ta daa.... Final result. The god rays from the window is added as well as all the boxes scattered in the bed room. We can show/tell more of the process described in this post if there´s any interest. Please let us know in that case. Next post will reveal how the characters of TDM are made and animated. Stay tuned...

Finding the look

This is usually how it starts: a simple vector drawing illustrating the basic layout of the scene and the props involved. In the best case scenario, this is the stage where most changes occur, since redrawing is a lot easier than rebuilding/repainting/relighting etc.

The vector sketches I make usually aren't this detailed either, but since this was the first location we made, a bit more effort was spent during the planning phase.

The little grey box character got reused from another game to provide a rough scale reference.

The first couple of mock-ups we built followed the tone of the original sketch quite closely in that they tried to retain the reduced, faceted look of the vector drawing. We soon decided to oust that in favour of a more painterly, textured look.

The island was made out of styrofoam, given some rough love treatment with a sandpaper. It proved hard to light and didn't take to painting as well as we'd hoped.

The rest is made out of painted pieces of super sculpey clay.

Swapping the styrofoam for a layer of Super Sculpey immediately improved the look of the game. The various dents and rough spots proved more interesting to look at and with a coat of paint, turned out to be a far better approximation of the sandy beach we were going for.

Still, the surface lacked the volume the styrofoam added, and squinting, the dirty yellow color kind of made it look like cat sick on a piece of cardboard.

The happy compromise: a base made out of styrofoam with a coating of Super Sculpey on top, provided the best of both worlds. We retained the volume of the foam, while still providing that nice look of hand sculpted clay.

We also decided to lower the camera angle so to be more in the eye level of the characters. This in order to get a bit closer to them, so the player could see what they did and looked like, and hopefully relate to them more easily.

Going for a bit more realism, we ousted the stylized placement of stones and added a rougher texture to the island.

Up until this stage, we hadn't actually decided on how to do the water, but building it and animating it by hand just seemed a bit too labor intensive, compared to doing it in post-production. So we added the blue base to the island to make compositing between the built/digital elements easier.

The first rough composite we made: the elements were all in place, but we weren't happy with the tone of the image. The gradient ocean proved too clean and digital looking for what we were going for.

This image is an example of the technique called vignetting. By placing objects at the edge of the screen, we hint that the world continues beyond the frame, without actually having to build it.

Wanting to open the game on a slightly off-setting, portentous note, we added storm clouds to the background. Though we tried to tweak it, the gradient ocean still stood out like a sore thumb, ruining the illusion of depth.

The final shot. A tighter crop in order to get a closer view of the action and a lower horizon for added drama. Replaced the crappy gradient water and switched the vaguely stormy sky for a moodier more tempestuous one.

We did some experimentation with animating the water using Ken Perlin's famous noise algorithm, but applying a displacement filter on such a large surface proved a bit too much for Flash to render in real-time. The effect can still be seen, albeit on a much smaller scale, in the reflection of the shipwreck to the right.