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Making of Mighty Fist (part 1)

Making of Mighty Fist (part 1)
Name:Eric Elwell
Date Posted:Apr 20, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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It all starts with an idea. For Mighty Fist, this idea consisted of running through a town full of thugs and beating them to the ground. (Really quite original, I know.) The process of bringing that idea to a playable game may be much simpler than you might have thought.



About a month prior to GDC we had a meeting to come up with ideas for a TGB demo project. When Joe suggested Mighty Fist, it was not much more than a thought. So what's the next logical step after a simple thought? Pixel shaders? Cutscenes? Lunch break? or is it just something that looks more like a simple doodle?

If you answered 'simple doodle' you were correct. (Answering 'lunch break' will be accepted as half credit.) This is one of the first of Joe's Mighty Fist doodles.

Working on Mighty Fist solidified in my mind that the doodling stage is extremely important. Doodling or thumbnailing is the first link in the bridge between an idea and a full blown art style. You can feel around for where you'd like to go with the project without spending too much time and with no expectation that it has to be some polished stellar art work.

I want to stress the importance of doodling. Good design is all about iteration. The more you iterate, the more the idea becomes refined. With doodling, you can iterate through 20 possible designs in the course of a meeting. You can share the iteration process immediately with others on the team. -joe


Prior to interning at GG, my art process could have been broken down to: 'Come up with an idea and go straight into production.' This mentality ended up with many failed attempts to create finalized polished art, because I lacked any sort of base doodling or refining iteration stages in my process. This was a lesson that I had learned, and for me, it was more a matter of swallowing my pride and not trying to make every sketch perfectly rendered and shaded. Ironically, making more entirely unimpressive doodles will help you refine the idea to a point that the final work will benefit from. I want to point this out, so that you will not downplay the importance of making quick cheesy drawings before attempting a finalized art style.










This sheet
shows some
of Joe's
doodles as
he was
explaining the
process for
refining the
look. You can
see how he
was explaining
iterations of
mouth
placement,
object scale,
and primitive
shapes for
body types.











The above doodle was me demonstrating to Eric the idea that if you stick to simple geometric shapes, you can distort them wildly, move important landmarks of the shape, and then share the proportional distribution between shapes to keep the art consistent between all assets. Again, this is quick doodling. I did these whilst sitting and talking to Eric, time spent, less than a minute. -joe



    After discussing what the character might be like (a little scrapper in gym shorts) I took a shot iterating faces and body types.



    When we had a better idea of where the character design was going, it was time to get started on the enemy characters. What type of feeling did we want to get across? Was our hero going to be Superman, or would it be more like a case of David vs Goliath? More doodling ensued.










    Another cool
    thing about
    quick doodling
    is that it can
    be done as
    the discussion
    is underway.
    Joe doodled
    these images
    as we discussed
    the idea of a big
    boxer boss or
    angry dogs on
    the street.











I continued the iteration of enemy characters from there and made a few doodles of my own.

(seriously, who better to pound to the ground than a thug with a wiffle-bat?)


Joe hooked me up with some sweet gear to start the animating process. The Video
LunchBox was a very useful tool in previewing my animations on paper. This is
the part were we bust out a ream of paper and assault it with a pencil.


We got this thing set up and I spent the next few weeks reading animation books
and drawing my first animation frames.


Notice the pack of pencils and ream of paper. I wasn't kidding, there's some
serious pen-paper warfare about to break loose.

Back in the day, when I was single and had a lot of free time (before I
had kids), I acquired a bunch of neat art toys. The toys include the video lunch
box (animation frame grabber), small portable color CCD camera (ebay).. a camera
stand, an animation table with an animation disc (that come with a long story
and a history of spending time at filmation and hanna barbera).. and an animation
paper punch. It was cool to get these things out of my back office and lend
them to Eric so he could learn to animate with the toys the big boys use. It
made for quite a scene in the weeks leading up to the GDC, as the office took
on the air of a big time art studio. - joe



Something that I've always found to be true with art, the more I do, the more
I realize that there is so much more to learn. This was the case with animation.
After my first few animations I went back to the books and sketched more study
sheets like these:







After about
two weeks of
reading,
sketching, playing
with my own
animations, and
refining the
characters, I was
a bit more
comfortable with
the process and
ready to start on
the animations
that would
hopefully make
it into game.




















    Once I had drawn the
    individual frames by hand,
    I previewed them on the
    LunchBox. If I was pleased
    with the results, I could
    scan them into photoshop
    and set them up for use in
    TGB. For the majority of the
    time that we had a working
    build, the characters were
    running around looking
    exactly like this.





    Joe let me barrow his drawing table with the super-cool light on it. This is where I drew the animation frames.
    The registered paper (that means it has the super-cool hole punches) insured that the drawings would be
    aligned the same. Not to mention the angle of the table was much more comfortable than having my head
    down to my desk.

    After the animations were started, Joe and I discussed the direction we wanted to take with the world art.
    Joe drew more doodles. I watched. It was fun.




    when sitting in meetings, I bring
    my sketchbook to doodle. The above
    doodle was me trying to solve the
    problem of what to put in the
    midground space. We wanted to
    show off layering and parallax, so I
    had to come up with stuff that would
    be found between buildings in a city.
    We came up with chain link fences
    with parking lots, playgrounds, and
    loading docks, and this would allow
    us to have gaps between the
    buildings and show off the
    background. -joe


















    Joe had me draw a mockup of what the scene should look like in game. There were a few reasons for doing this. We wanted to get a clearer idea of the game across to anyone else who would be working on the project. Another reason was to pull the image into photoshop and get a feel for the scale we wanted.













    Designing the color scheme was the next step. Featured below are two beautiful pictures of yours' truly
    tweaking colors in his natural habitat.





    Joe threw together some interesting color schemes as well. At one point in history, if you were to walk past
    Joe's desk you would have seen something exactly like the image below. We were fortunate enough to
    capture this historically accurate photograph. Enjoy:


    the above image shows off 3 views of two possible extremes of the color
    scheme. I wanted to see how well the scene 'read' in full screen, in a 'mid'
    configuration (the view that would be seen when someone was viewing the monitor
    from a distance, say, walking by a booth at a trade show, and a small one for
    a thumbnail that would be on a website to point people to the download. -joe


    Putting together a gamut like the one below is very useful in nailing down the color scheme that you want for
    your project. Give the image a click for a larger shot.



    The color scheming was nearing an end as the bulk of animations were ready to get scanned in and
    previewed in TGB. You can see from the image below how I had set up guides for the ground, cell
    separations, and cell centers. If you look at the actions panel in the bottom right, you might be able
    to read "AnimScan", an action I wrote to quickly scale, grayscale, and make a selection around the
    sketch with one click. This made the process of pulling in hand drawn animation frames much faster.
    You may also notice a little room in front of the player which allowed for a more dramatic punch
    animation. The reasoning behind the punch animation is that this game is about punching.




This was one of the most exciting parts of the project, as all the work that I had done to learn animation and the time that was seamingly wasted on unused animations finally brought forth fruit as all of the characters were animated in game if only in pen and ink:








Recent Blog Posts
List:01/08/07 - Game Lighting for whiners.
04/20/06 - Making of Mighty Fist (part 2)
04/20/06 - Making of Mighty Fist (part 1)
03/06/06 - Give the people what they want
09/21/05 - Plan for Eric Elwell

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Anton Bursch   (Apr 20, 2006 at 01:04 GMT)
This is awesome!

Video lunchbox! LOL How do they name these things?! I remember video toaster 12 years ago. :P

Matthew Langley   (Apr 20, 2006 at 01:06 GMT)
Two thumbs up eric... two thumbs up.

Matthew Langley   (Apr 20, 2006 at 01:09 GMT)
Congrats Anton, first post.

Timothy Aste   (Apr 20, 2006 at 01:19 GMT)
Wow, really awesome write-up. Very accurate to what was really going on (having witnessed this first-hand). :)

Rubes   (Apr 20, 2006 at 01:51 GMT)
That was great. Love the animations.

Tom Bentz   (Apr 20, 2006 at 02:26 GMT)
Awesome article. Almost like a tutorial.

Greg Gardinier   (Apr 20, 2006 at 03:49 GMT)
I saw you had Tony Whites animation book there. He was my instructor at school. Learned a lot from him.

Evi - Cubix Studio   (Apr 20, 2006 at 04:29 GMT)
This is soo great, you got a cool equipment too

Jesse Hall   (Apr 20, 2006 at 05:35 GMT)
very cool!!!!!! looking forward to more updates

Grugin   (Apr 20, 2006 at 12:08 GMT)
this is one of the most beautiful plan i've seen, so beautiful, keep the good work !!!

Dan   (Aug 27, 2006 at 12:41 GMT)
Great work :D

Gerrell   (Nov 08, 2006 at 12:52 GMT)
I would like to see this plan but there aren't any pictures coming up. Is this information somewhere else?

Leonard Halmrast   (Nov 23, 2006 at 22:17 GMT)
This was a good read, interesting and inspiring. But seeing the images being talked about would have been even better! Thanks for posting this.

Robert   (Jun 21, 2007 at 20:51 GMT)   Resource Rating: 5
this blog post has inspired me, and i will definitely use it to help me with the process of creating my own games!

Glenn Thomas   (Jan 03, 2008 at 09:57 GMT)   Resource Rating: 5
I love this I wish there was more in the TDN we could use it badly

Jeremy Hein   (Feb 14, 2008 at 19:48 GMT)
Thanks for sharing this with us!

Robert Dowling   (Feb 24, 2008 at 02:14 GMT)
hey this is great, thanks for the sharing. :)
refreshing to see a drawing table pic in there :D

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