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DESIGN DIARY - 11.28.00
Rendezvous
"In the old days of the Star Wars CCG, the Art Director would pull
images from the movie and compile the 'Bible.' Those were the images that
Product Development could use for its next set of cards, and the design
work had to accommodate that."
Tom is
telling me about the collaboration between the Art Department and Product
Development for putting gameplay and visuals together.
But I'm not listening.
I'm looking at the new version of the Jedi Knights playmat, newly revamped
by Ed Gartin.
It looks good. Really good.
[I would taunt Chuck about it if he were around; but he's in the playtest
room, playing the new Lord of the Rings boardgame with designers
Tom Braunlich and Rollie Tesh.]
Tom mumbles something about pulling my arms out of their sockets at the
next "Gaming Night at the Kallenbachs." That somehow brings me back to
reality.
"As I was saying, that's how it used to be done in the old days."
So the meeting ground, the rendezvous point between Product Development
and the Art Department was the Art Department. Art was driving the gameplay:
even though the game designers could create what they wanted, they had
to engineer their final gameplay tweaks so that the function of a card
would match its image.
"Over the following few years, a transition took place, where both gameplay
and art drove the design of new expansion sets," continues Tom.
He stops and looks at me sideways to see if I'm listening. I'm dutifully
taking notes, with pencil in hand and my arms firmly attached to their
sockets.
"And then we got to Death Star II, which was the first set to be completely
designed before we even started looking at film pulls. We would then select
the images ourselves and hand them to the Art Department, who would maybe
reject a picture or two and work their magic on the rest of our selections."
So the point of connection between PD and Art had progressively shifted
from Art to PD.
Is the process different for Jedi Knights?
[Of course I know it is different, but I had to formally ask the
question in order to give this entry a suitable structure. A structure
I just dented with this very comment, but that's all part of the fun.
More on this topic in the "Making of the Diary" Diary entry, which I'll
write the morning the designers say they'll use me as a hood ornament
if I dare show up once more by their desks.
It might be sooner than you think.]
"For Jedi Knights," Tom patiently continues, "the Art Department was given
basic guidelines when they set out to build their extensive 3D model library.
Then they defined the characters, objects and sets they could provide
for us, and we started requesting images - based on our gameplay - that
matched Art's resources."
For instance, Tom might ask for two stormtroopers on a Tatooine sand dune,
two Rebel troopers aboard Tantive IV and one droid in the Death Star detention
block, because he knows that all of those characters and sets have been
digitally modeled. Then it's up to the Art Department to construct the
requested images with the available models, using the point of view they
think will work best and letting their artistic skills take over.
Greedo's Blaster is a good example. Tom knew weapons were available and
so he said he needed Greedo's Blaster Pistol for the card named, well,
Greedo's
Blaster Pistol. Art decided to present the scene from a quasi-Han
point of view, with the smuggler's boot extending on the table right in
front of the virtual spectator. The end result looks great. Tom just wanted
a blaster pistol. But he loves the image too.
In other words, the image/gameplay chemistry for Jedi Knights takes place
at a point that is truly balanced between the two realms. Product Development
is guided in its design process by the Art Department's list of available
models, while the images that the Art Department puts together and polishes
are those required for the gameplay designed by Product Development.
A poet might whisper "full circle" and let his readers draw their own
introspective conclusions.
I just look at the Jedi Knights playmat and think that it, in itself,
is a stunning meeting point between Art and PD.
Francis K. Lalumiere
The Juggler
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