Sharing is caring: Child of Light and Broforce

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childofbro

 

I’ve been wanting to share these games for a while.

Like books, I’m a big fan of games, and I’ve been a gamer since I was something like five years old. I used to lock myself inside to play Mario, while my parents tried to get me to go outside. No luck there, and I’m not much different today. I liked games so much that I even ended up working in the games industry. But, I’ve liked games so much that it’s become harder and harder for them to impress me, just because I’ve played them so much.

So, imagine my delight when I got my hands on these two new games: Child of Light and Broforce. Both very unique games, both very different, both extremely interesting. Lately I’ve been super impressed and enticed by Indie games, and while Child of Light is not technically an indie, it still has that spirit of experimentation and bravery in it.

 

Child of Light

Child of Light was something I really looked forward to. Mystical world? Check. Magic? Check? RPG gameplay? Triple check. It’s a game full of wonderful magic in a grim fairytale meets Final Fantasy kind of a way. I’m constantly surprised by the beauty of the art; it’s got this watercolor paintingesque vibe to it with a very handcrafted feel. The world has a naive marvel to it that’s sometimes a tad silly – only to show that this game doesn’t take itself too seriously, a perk not seen in modern games often enough.

The gameplay was solid and deep enough to keep me interested while I leveled through it, but I would already recommend it to anyone because of the stellar art. Definitely a keeper for JRPG fans and people who like magic.

tldr: super pretty game, plays good.

Bonus art from Yoshitaka Amano:

 Child of Light on Steam

 

Broforce

Speaking of not taking itself serious, Broforce is the master of it. Broforce is about fun, fun and more fun. It’s about shooting through everything in the skins of famous pop-culture action heroes such Brombo, Brobocop, and even Bronan, all the while spreading freedom and defeating terrorists. Really, the game has no point storywise, but its one of those games that doesn’t even need a one. I’m a big fan of retro games, pixel art, irony and sarcasm and it’s all here in Broforce. It’s not a particularly long game, as it’s still under development, but you can get the early access from Steam and play a solid few hours.

If you like fun gameplay, then Broforce is for you.

If you don’t like Broforce, then you hate freedom.

Broforce on Steam

Now go out there kids, and play games. You can only read that many comics!

 

Love,
Silver

Tweet, tweet me @runfreakrun you Child of Bro experiences.

Q&A Part1: Concept art

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Some time ago we asked our RFR readers if they want to throw some questions our way. There were a few people that stepped up to the task, and now it’s our turn to deliver. A lot of the questions were concept art related, so I’m going to tackle some of those first. Next most popular questions were about making RFR and job hunting, so stay tuned.

 

Q: I’d be interested to know how much freedom a concept artist has when it comes to determining style?

A: This depends much on the team/project you’re working on and also at which point in the project you join the team.

A game (or a movie) usually consist of a few different phases of development. First off is concept discovery, which is the phase where mostly story and art explore the possibilities of the project. Then follows pre-production, where the whole production team prepares for the coming production by planning their pipelines and tech, and last and also the longest: production which is when the game is actually being made.

If you are working on a project that’s still in concept discovery your job is to take the general guidelines the art director sets for you and explore the shit out of them. You are still going to get tasks, but they’ll be more along these lines: “Our sci-fi story needs a new alien race. We know already that they live on a rocky, barren planet. They have greatly advanced technology on which they depend upon to survive the harsh habitat. They should be somewhat humanoid so players can relate to them easily. Go do as many sketches in a week as possible.” The tasks sound like more like undefined stories than regular briefs. You could say that in pre-production concept artist are helping to explore and define the stories through visuals. The more ideas the better and the more ground we’ll cover.

Now, if you join a project that’s fully in motion with a set art direction, it’s not a concept artist’s job to mess with that. The pre-production is finished and the art direction is narrowed down and defined. You have the freedom to tackle each task the way you see fit, but any ideas you explore need to be in the parameters set for you. Depending on the art director and how the team operates in general you might get anything from very strict briefs to very loose ones.

The concept discovery sounds like a dream period for concept artists, and it is. But after months of throwing ideas at the wall and looking if anything sticks, production time starts sounding equally good. It’s just nice when you know that for the rest of the production every concept you’re making is going to good use.

 

Q: How are your work projects assigned and designated? Is there a project manager who outlines the brief and deadline?

A: It’s slightly different in each company. In bigger companies there’s usually a manager who schedules our work so we deliver concepts to the next person in line on time. A lot of companies like it when concept artists specialize in one area like environments or characters, and the tasks are (ideally) given out based on each person’s strengths. The briefs come from someone (often a manager) reading through the story and counting and picking out e.g. all the characters that need to be made. That brief would consist of a synopsis of that character and any important details we should be aware of. Same goes for environments and props. It will then go through your art director, who will give it to you and fill you in on what he envisions the end result to be.

As I said, it’s different for different companies, but this is one of the most logical ways I can explain it.

 

Q: When you first started working, how did you build up your confidence in a new environment? Was there innate confidence or at least a yen to adapt or was there a lengthy adjustment period to find your feet?

A: Sure, it’s always a bit nerveracking to be thrown into a new environment. Looking back at my first job, I can see that the stress of performing well in a new job paled in comparison to the culture shock I got coming to a gaming company.

For me one of the biggest obstacles was that as a non-hardcore-gamer, being among mostly hardcore-gamers I could not keep up with almost any conversations. I heard the words, but no meaning registered in my head. All through the day I was making mental lists of words I kept hearing, and after work had Silver explain them to me. I was close to tears when Silver, for the twentieth time, tried to explain to me how a game engine works.

Nothing I say will make you less stressed going into a new job. Either you are confident and comfortable or you’re not. All I can say, is that it’s the employer’s job to make sure during the hiring process that you can handle your responsibilities and you probably won’t be given any tasks you can’t cope with. You might feel like you fooled your way into a job, but if you’re dealing with professionals they will see what skill level you’re on. And of course everyone understands that all new hires need couple of weeks to settle in, whether they’re veterans or first timers.

 

Q: Did you experience pros and cons of office politics/cliques?

A: Office politics can be tough. I’m not sure there are any pros to them. The word itself already has a negative connotation. The cons are a bad vibe in the office and a lot of unwanted stress. But as long as you stay out of them and try not to get emotionally involved, I think you and the OP can coexist in peace.

 

And that’s that for the questions relating to working as a concept artist. If you guys have more questions on this or any other subject, just ask us on twitter, tumblr, facebook or send us an email! That way we’ll gather them and do more QA blog posts for you in the future.

 

Smiles,

Kaija

 

You can follow me on twitter @KaijaRudkiewicz

Run Freak Run interview, games and concept paintings!

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Run Freak Run got interviewed by one of our readers, Chuck, and we had a blast with him! He was amazingly patient with us as we took our sweet time answering his questions over e-mail. Thank you again Chuck, it’s very appreciated! The interview coveres some subjects from our reasons to do Run Freak Run, to creativity and to our views on the future of print comics. Check it out from here!

http://himynameischuck.tumblr.com/post/46752372966/run-freak-run-interview

I’m an avid gamer and like most of the gaming population, I’m playing Bioshock Infinite right now. It’s a beautiful game with stunning art direction, rich characters and ambient storytelling. It’s set in this flying city full of bigots  racists and inventors, and the main character kind of has to rescue a princess from a tower. The first five minutes of it had more storytelling than most games I’ve seen of late, and enjoyed it immensely in the beginning but then quickly got tired of it. Not of the characters, not of the world, but of the first-person shooting mechanism. Honestly, I’m just tired of having to resolve a conflict with a gun every five minutes.

Besides my gripe with the fundamental game mechanic, the game is beautifully executed and an instant classic. It’s going to be the next benchmark for story heavy characters and that’s great for the industry. It’s just too bad that I don’t have the motivation to finish it, if Bioshock Infinite was an RPG, I would never let it go

Speaking of games I do like to finish, Supergiant games the studio behind Bastion – a masterpiece, with the best narrative in a game – is working on their next baby: Transistor. Here’s a fifteen minute gameplay peek that looks brilliant. The game’s not out yet, probably won’t be for a while but I couldn’t be more excited about this one, it’s got class.

 

It was a good week of video game trailers. I stumbled upon a game called Secret Ponchos. It looks fun and cool and it has cowboys. I don’t know much about it yet, nor of the team behind it, but I’m intrigued.

 

Being a concept artist, I’m always excited when games studios use concept art with multiple purposes. Check out the trailer for Hardware: Shipbreakers, from the makers of Homeworld for some interesting use of moving concept art.

 

When I’m not writing, I’m painting. Here are some composition practices I’ve been doing as of late. Most of my personal work concentrates on either epic sci-fi or epic fantasy; I think it’s because even when kept vague you can suggest a lot of narrative in that genre. I’m trying to keep the moving concept art in mind and maybe in the future try to do something with those techniques. I’d love to add even more mood to my concepts.

Love,
Silver