The Nine Tales

BG by Zoe Chen (vennyoot.com), logo by Morgan Lyn (redku.ca)

Honours Bachelor of Game Design Capstone game

 
 

A narrative platformer about a fox

Game done as 4th year capstone for Sheridan’s Game Design Program. A narrative-platformer hybrid game where players take on the role of a fox and explore the nine stages of grief through the people around them. The game was designed with a focus on using platforming segments as quiet moments of introspection between narrative segments with a large focus put on visuals and atmosphere.

Roles and Contribution

 

Primarily worked as an Environment artist, 2d Rigger and Animator while working on Game design and Concept art when needed. Contributed to the production and design of 2D environment assets, rigging and animating of the protagonist, game design discussions and asset implementation.

Environment Art

 

Worked in environment art, style development, concept art and design.

Background asset process timelapse

Timelapse of Asha’s barn

 

The game’s art style drew inspiration primarily from various Studio Ghibli films and Ori and the Blind Forest. As such we focused in on a painterly look to environments while maintaining some stylization. At the beginning of the project, we focused on collaborating to develop a style the whole art team could comfortably contribute to. This resulted in the simplification of certain elements like leaves or grass into easily replicable forms. Small amounts of linework to suggest some detail or draw attention to silhouettes in the environments were determined as an important aspect the whole art team could contribute to and brought into consideration when developing the artistic style.

The production process for most of the art assets focused on maintaining clear and distinctive silhouettes that could easily be moved throughout level design iterations. A majority of the lighting was designed to come from a neutral position, prioritizing changes in hue or saturation over value as lighting in-scene would alter the value heavily in-game.

Architecture, props and foliage were inspired heavily from ancient Chinese architecture, sculpture and ecology to draw attention to the cultural influence on the game’s narrative and setting.

Rigging & Animation

Rigging and animation for the fox character was done in Spine 2D then imported into unity.

Spine2D was chosen as a way to keep detail and a painterly aesthetic on the fox when producing animations. Animations for the fox use a blend of rigged animations for the fox itself, cloth physics for the tail and a variety of vfx and particle systems to support different actions. This presented a major consideration when animating the fox to keep the pelvis at a relatively constant position during all animations so the tail wouldn’t be out of sync with its attachment location. On top of this there’s the obvious challenge of animating a four legged creature accurately. Thankfully Spine allowed for quick iteration on animations once rigged. This streamlined discussions on implementation and with other departments. Animation reference was key in establishing poses and creating accurate motion.

The initial fox design and painting was done by our art director; discussions and collaboration regarding cutting and the rig’s goal became key in managing production time on the rig and animations.

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Art portfolio