Category: Art

  • Rebuild 3: The Art Book

    Rebuild 3: The Art Book

    Sample page from the Rebuild 3 Art Book
    Sample page from the Rebuild 3 Art Book
    Adam just put the finishing touches on the Rebuild 3 digital art book, which is included in the deluxe survivalist edition of the game. You can upgrade to the deluxe tier on Steam if you don’t already have it.

    Flipping through its pages has been a trip through memory lane for me, remembering the last two and a half years of development and all the people who helped make Rebuild 3 happen.

    Hiring an artist

    I spent an agonizing eight weeks looking for someone who could do both ui design for Rebuild’s extensive menu system and illustration for the characters and events. My friends told me it would never happen, that I’d need at least two artists because those skills are too different… but I had a romantic indie notion that I’d find someone who was a jack of all trades like me – they’d even help with design and do some of the sound or writing or promotion too. I imagined a team of two taking on Rebuild 3 together. I had no idea I’d end up working with such a big team by the end!

    Picking an artist for Rebuild 3 was the toughest decision I’ve made yet in my professional career. Who has the talent and flexibility to do the work, who will care as much as I do, who will stay motivated while working remotely, who can I trust? As the weeks went on, I adjusted my romantic notions – I wasn’t going to find someone as motivated as I was to work on an unsexy sequel where they’d probably have limited creative control. It wasn’t going to be a 50/50 partnership where we bounce game ideas off each other. It would be contract work, and I needed a reliable, professional contractor.

    Enter Adam Meyer. When I hired Adam in April 2013, he was juggling work on games with his graphic design company Crystal Clear Art. His interface design was excellent and he constantly pushed me to simplify Rebuild 3’s ui and hide away the ugly numbers and text in favor of more readable elements like dials, icons and color-coding. He defined the clean, angular graphical style for the game and created all the buildings with meticulous detail. But his non-game contracts took priority and he could only work on Rebuild about one week a month. I needed more help.

    Hiring more artists

    Another sample page
    Sara’s sketches and Adam’s characters
    I brought Sara Gross on for the Kickstarter in October 2013. I suckered her in for a couple months of part-time concept sketches and illustrations in the hope she could join up for longer, but she evaded my grasp (*shakes fist*). Sara worked in bitmaps and had a tough time with Adam’s vector style, so I found a method to convert her event illustrations into the game that also helped speed up Adam’s work on the characters. He found it faster to sketch something in Photoshop then convert it to vector and tweak than it was to draw from scratch in Illustrator.

    Next I roped my friend Pana in for the rest of the event illustrations and she did such a good job of copying Sara’s style that you can’t even tell them apart. At that point we were on our second year of what was supposed to be a year and a half long project. The scale had grown, especially the writing which I hired Stephen Gray to help with, and I underestimated how much work I’d have to do on the art myself to integrate it into the game. I probably spent 40% of my time on the interface and visual polish.

    The last mile

    Lindsay's sketches
    Lindsay’s sketches
    Rebuild 3 went over its original schedule by a year. I finally lost Adam to Steamroller Studios where he’s working on Deadwood: the Forgotten Curse. They’ve been prototyping that game for years, and in fact it was a key point in Adam’s portfolio when I hired him. It’s pretty exciting that they’re finally making it happen.

    I snagged Lindsay Jorgensen away from Radial Games for a month to help finish up. What a lifesaver! He jumped in to the characters with an excellent imitation of Adam’s style, and can work in Flash which saved me a bunch of integration time. Now he’s working on promotional art, icons and the last few pieces we need. He’s FAST, and we even have the option to work in the same place since we’re both in Vancouver now. I could get used to this…

    What I learned

    I’m not a good manager. I know it. I’ve worked with talented, awesome people, but I’m no good at motivating them, building relationships, enforcing timelines… and rather than ask for changes I just make them myself, compulsively editing everything they send me. Colin’s much better at working with artists than I am.

    So I’d like to try doing the art for my own games in the future. It won’t look as good (I’m terrible at characters) but if I apply myself I’ll improve, and hopefully I can find a style that works. Maybe I’ll hire someone to do concept art then implement it myself. Anyway, once I’m finished the Rebuild 3 mobile port I’m going to give it a try with a few prototypes and we’ll see what happens!

    Upcoming release

    I’m about to compile Rebuild 3 release build 1.0 for PC – coming out on Steam and GOG in just a few days on Friday May 29. The mobile builds will be another couple months – stay tuned!

  • Rebuild 3: Books and comic books

    This month Stephen and I are hard at work on the random events and stories of Rebuild 3. We just passed short-novel length (say Chamber of Secrets) and are plowing on towards Goblet of Fire. Of course, you’ll never see all the events during a single game. Some of them relate to a specific faction, and even the biggest game map only has 4 of the 12 factions. Plus Gustav the trader of course – he’s everywhere.

    We’re also doing a fun little project on the side: a short promotional companion comic with EvilKris, the artist for Rebuild 2. It’s a day-in-the-life story of a trade deal gone wrong, using characters from Rebuild 3 and Kris’s grungy horror art style (best known from his Insanity series – he’s working on a third one!).

    The comic will be posted online, and I may give out printed copies if I show the game at PAX Prime this year. I’m happy to be working with Kris again; his corrupt environments and gruesome corpses delight me… in a stomach-turning kind of way.

    Panels from EvilKris’s in-progress comic:

    Zombies... walkers... we call them gankers.
    Zombies… walkers… we call them gankers.
    Dara from 1337cREw and her bike. Forget cars; everyone will ride bikes in the zombpocalpyse
    Dara from 1337cREw with her bike.
    Forget cars; everyone will ride bikes in the zombpocalpyse
    Thugs from the Pharmacist faction.
    Muscle from the Pharmacist faction. The one in the front scares me the most. You’ve got to be pretty nuts to use a meat cleaver as a weapon.
    You probably don't want to know what that head is for.
    You probably don’t want to know what that head is for.

    The next alpha build will be out at the end of February, then I’m planning to focus on tech, resources, and zombie attacks during March. At that point the base game should be close to feature-complete and hopefully ready for Beta around the end of April. It looks like I’ll have to push release back to Summer 2014, but every person who pre-orders will be able to play the beta in May.

    Writing this game has been more stressful than I’d expected, so I’m super grateful to all the fans, Kickstarter backers, and to the alpha testers on the forums for your help and support. You guys are the greatest! I’m making this game for you. :)

    I’ll leave you with an alpha teaser from Espen of No Studio, featuring the Rebuild 3 music:

  • Rebuild 3: Only 2 days to go and new $40k stretch goal added!

    The Rebuild: Gangs of Deadsville Kickstarter campaign made its first stretch goal with no time to lose! I’ll be adding 3 extra faction, including the 1337cREw gamer faction who were so busy having a weekend lan party (do people still have those?) that they didn’t even notice zombies filling the streets outside. Here’s Dara, their leader:

    dara2_550

    And here’s Madison, a bit of a rebellious youth who joins The Pharmacists. Not for the drugs, not for the protection, but because he likes their style:

    rebuild3_madison_550

    Now there’s only 48-ish hours to go, but in a fit of crazed optimism I’ve added another $40k stretch goal: Relationships & Kids. Somewhere in all this killing-the-zombies, saving-humanity, rebuilding-civilization, people surely must be getting on with the daily friendships, feuds and flings that make life worth living.

    The basics are: the more time two survivors spend together, the more they’ll like one another. If something bad happens to a person (for example, they’re ripped to shreds by ravenous undead), their friends will be sad. If one of them is happy, they’ll give a happiness boost to their buds. And if two people really, really like eachother, and happen to be opposite genders, perhaps like magic a baby will appear!

    Kids will stay safe in the fort of course, we’re not going to send them out to crawl into those tight little spaces and scavenge everything their tiny fingers can grab until they’re at least 14. Maybe 13. It’s a tough world out there.

    Okay, on a less depressing note – here’s a sneak peak at one of Sara’s zombies, who she calls Cutter. I think he must have gotten into a face-biting match at some point, but I can’t quite tell if he lost or won.

    rebuild3_cutter_550

  • Rebuild 3: Sketches & a video tour of my office

    rebuild3_masaiThe Rebuild: Gangs of Deadsville Kickstarter is ending in just a few days on Halloween!

    rebuild3_rufioI’ve been gearing up for the Alpha test which starts next month. This first build will only be available to backers at the $15 level and above, so you’ve only got a few days left to secure your spot if you haven’t already. After that you’ll still be able to preorder on the official site and get into the beta, which will start sometime next year. The game is due for release around May 2014.

    rebuild3_gustavSara Gross did some live character sketches on Twitch TV last week. It’s so much fun watching her bring Rebuild characters to life. I know they’re just concept art but I’m so thrilled, I want to use them as loading screens or something in the game.

    rebuild3_luddiesAbove is her Masai (nicknamed “Nipple Fist” by watchers) of the Granville Riffs, Young Rufio of St Micheal’s School for Boys, a few interpretations of infamous trader Gustav who also appeared in Rebuild 2, and some ideas for the Luddies. The Luddies are half hippie, half luddite, and make their own clothing out of hemp and goat wool. Sure there’s still plenty on the racks at the local mall, but hand sheared goat wool just feels better.

    UI_ResultsMeanwhile Adam’s been busy on the new buildings. Finally the last scraps of my old art (all the way from Rebuild 1) is being banished from the game, though he’s putting in references to some of it. He’s also taking fan suggestions to heart and re-evaluating the scariness of our zombies. It’s all a work in progress folks!

    People have been asking how I manage to write games while travelling. The key is we aren’t really “travelling” in the sense of running around doing tourist stuff all day. We just move to another country every 2-3 months and live there like the locals do. We really are in a remote island in Panama right now, which is beautiful and wild and, well, kind of boring, so I’m working long hours and getting a lot done. Colin filmed a little walk around tour of the property we’re staying on:

    We’re definitely ready to withstand the zombie apocalypse out here!

  • Rebuild 3: Developing the Art Style

    Hi everyone! I thought it might be fun to take a deeper look into Rebuild’s new art style and why we’ve made some of the decisions we’ve made so far. Just a quick heads up on who I am, My name’s Adam Meyer and I’m the lead artist on Rebuild: Gangs of Deadsville (Being Kickstarted now!). So if you love what you’ve seen so far, then thanks! If you don’t? Then tough luck! Haha, seriously though, there have been some concerns raised about the new art direction and it not being as gritty or as realistic as Rebuild 2. Completely valid complaints, but why did we go this route? I’m glad you asked! Here are a few reasons why we went with the more cartoony look that we ultimately settled on. Caution, made up words ahead.

    1. Marketability: I know this one won’t be popular. But the truth is that to get this great game in even more hands, it needed to appeal to more casual users. Okay, now I got the tough one out of the way.

    2. Visibility: Because the game is going to be on mobile phones it ‘s extremely important that you can quickly recognize what you’re looking at. Characters, buildings and interface all needed to have enough exaggeration in them that they would be nice and clear with the limited screen space. Realistic stuff tends to kind of blend together when scaled down.

    3. Usability: At the end of the day, clean vector objects like this take up much less space than their raster cousins. So the game will download/install faster, and the graphics scale easily so they look just as good on different screen sizes.

    4. Consistency: One of the things Sarah expressed as a concern when starting this project was the lack of consistency in Rebuild 2. You had these realistic characters, title screen, and interface. But the map was filled with these very cartoony buildings. So above all, everything had to match. I also felt like there was a lot of humor in the game. Dark humor maybe, but humor non the less. So that was probably my main reason for developing the look the way I did. It just felt to me that it was the style that was most consistent with what Sarah was writing.

    5. Lovability? There are going to be hundreds of survivors in this game and every time you send one out to ransack the local All-Mart, we wanted you to fear for their lives. With this many characters you can imagine how they might all start looking the same if they were realistic. I mean most people have pretty similarly shaped heads.  (I’m not looking at you Jay Leno!) Anyway we didn’t want you to come down with a case of face blindness so we decided to make the characters more iconic so you not only would know who was who, but you’d care about them in the process.

    Now you know the reasons, let’s have some fun and compare apples to oranges. But first, a quick look at a few different rendering styles I tried out on the buildings.

    isometric building art styles

    Here we can see that while most of the game is more cartoony that Rebuild 2, the buildings actually will be grittier and more detailed. Dead bodies, cracks in the buildings, broken windows, and generally more post apocalyptic looking.

    Buildings

    This image really shows how we tried to find a balance in the new character designs. Somewhere between the first game’s stick figures and the second one’s realistic characters. Just for some nostalgic fun you can check out Sarah’s original post about the new art style for Rebuild 2. I noticed alot of the comments in there preferred the originals more cartoony style. Haha. So we’ve come full circle now.

    survivors compare

    Interface comparison. It’s hard to tell in this pic, but the interface blends much better with the map this time around.

    interface compare

    Even though we went a completely different artistic direction for the new game, I’m trying very hard to pull from the prior games. For example, the giant red moon and city in the background found it’s way into the new logo.

    title screen compare

    I hope you’ve enjoyed us pulling the curtain back on Rebuild’s new look. Thanks to everyone for your support!