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Splash Damage >> Blog >> Brink Developer Diary #2: Olivier Leonardi

Splash Damage Blog

Brink Developer Diary #2: Olivier Leonardi

"What do you mean, they're building it?" That was my first reaction when Richard Jolly, our Media Director, told me about the Brink stand at Gamescom 2009. Even though he pulled out the plans, I still couldn't believe him: "They're building a life size Container City?! Surrounded by water? And an 8-metre replica Founder's Tower sitting in the middle of it all??"

We jumped in my car and drove to the workshops in Woolwich where the stand components were being prepared for the show. Just like in the game, the outside walls of the stand were made up of rusty shipping containers that had been hastily converted into makeshift homes.

Brink's gamescom booth
Brink's gamescom booth (click to enlarge)

Actually seeing our art team's in-game designs come to life was an amazing experience. Everything from scavenged ship parts and makeshift wind turbines, to small details like Resistance graffiti art was right there in front of us.

But I'm getting ahead of myself. Let's rewind a few months.

"Style is the answer to everything"

We first unveiled Brink at E3 in June 2009 and at the time, we weren't sure what to expect. Fortunately, the response was overwhelmingly positive. Yet, reading previews and comments on the web, people seem to have a hard time describing Brink's visual style.

From the moment I first learned about Brink during my initial job interview at Splash Damage, I knew we should go for a stylised look. I didn't really need to think too long about it; the back-story and setting were so inspiring that the environments, characters, and general atmosphere were already in my head and I just had to refine their style.

I originally defined Brink's visual style as being an exaggerated reality, but it's not too dissimilar from what Hyperrealism artists started pursuing at the beginning of the 1970's. It resembles Photorealism in terms of quality and attention to detail, but in addition, Hyperrealism plays around with the scale of certain features (gigantic scale) and enhances particular details (sharp focus) in order to create the illusion of a reality that doesn't actually exist.

Character Concept
Face concept art for Brink (click to enlarge)

"I can see you"

When I first sat down with our lead character artist, Tim Appleby, we went through some of my research and settled on an initial style for our character. Keeping with the overall theme of exaggerating human body proportions, we drew upon the influences of artists like Ron Mueck, Jon Foster, Phil Hale, Sebastian Krüger and a few others.

Tim and his team then started working on a prototype character based on the following guidelines:

  1. Exaggerate body proportions
  2. Simplify the shape of the character while emphasizing key creases in his clothing
  3. Exaggerate clothing details like zippers, buckles, pockets, and stitching
  4. Achieve a recognisable, dynamic overall silhouette

The resulting style would allow the player to recognize any of our characters, even at a distance. We would also be able to visually communicate essential information like character class, body type, and equipment, without everything becoming too busy – a considerable advantage in a fast-paced shooter game.

With our first character model, we fulfilled all of those requirements, but we had another challenge ahead — maintaining our unique style within the extensive character customisation system. We would need to be able to mix and match any and all pieces of clothing and headgear without the result looking odd or out of place. After several iterations and thanks to a very clever system created by Tim and technical artist, Paul Greveson, we finally reached a balance that allows for really unique outfits no matter which combinations are selected.

Character Concept
Character concept art for Brink (click to enlarge)

We also wanted to have very different visual styles for Security and Resistance, the two factions in the game. The Security is a private police force now desperately trying to maintain law and order while the Resistance are civilians that have been pushed over the edge by intolerable living conditions. We wanted their 'story' to come across in the way they're dressed. While the Security forces are equipped with more traditional combat gear, the Resistance fighters scavenge makeshift armour from things like tyres, number plates, and protective safety gear. If they can get a hold of it, they're probably using it.

Character Concept
Character concept art for Brink (click to enlarge)

A Contrasting Reality

As the game takes place in the near future, we went through an extensive conceptual phase. We wanted to stay away from pure science fiction and instead, ground everything in reality. We drew a lot of inspiration from contemporary architects with an organic approach to architecture, most notably Santiago Calatrava and Zaha Hadid. Additionally, we spent a lot of time researching contemporary design, eco-design, and self-sustaining engineering principles. Other elements in the world of Brink are based on actual science and engineering projects, such as Seasteading, algae biomass reactors, and hydroponic agriculture.

Environment Concept
Architecture concept art for Brink (click to enlarge)

The players' experience on the Ark begins 20 years after its founding, so we had to ask ourselves what would be left from this engineering and architecture utopia… Where do we put rust? Has the paint started flaking? How does the inside of a building look if it has been disused for decades? What would be used to build shelters if space and resources are at a premium? We progressively answer all those questions as we build the different maps of the game and we try to include as much information as possible in the environment itself to tell the story of the Ark. Internally we refer to this as Instant Deep Context. In other words, show, don't tell.

Environment art in Brink is all about contrast. The Ark is a place where worlds collide — the disdainful wealth of the Founders is opposed to the ever-growing refugee population's extreme poverty, and the clean architectural lines of Founder's Island contrasts with the inextricable chaos of the slums. Due to decades of massive overpopulation and the resulting resource shortages, even the nicer parts of the Ark have begun falling into disrepair. We've really tried to communicate a lot of background information purely through the player's surroundings.

Life in colour

There has been a big trend in recent games to push for an overly desaturated look, for Brink we wanted ‘colour' back. I really like using colour, and the work of painters like Edward Hopper (with his fantastic way of using light), David Hockney (his work on the 'swimming pool' series in the '60s and '70s especially), and impressionist painters inspire me every day.

Brink's environments are similarly colourful and the reason for this is really quite simple: we're out at sea, and all the open water acts like a giant mirror. As a result, there's a lot of light bouncing everywhere, which yields more vivid colours. The rusty reds of Container City provide a great contrast to the bright blue sky above.

Environment Concept
Concept art for Brink's Container City (click to enlarge)

We also "paint" the story of the Ark as you progress through Brink. Each time you discover a new environment, its atmosphere, colour palette, and lighting conditions will underscore what's happening in the game and help to trigger different types of emotions.

Colour also plays a large role in helping to separate the two factions of Brink. So for the Security we've gone for largely greyscale tones that are clean and readable, accented with small hints of saturated colour. While for the Resistance there are much larger areas of colour, often quite loud and without any coordination, a distinction we hope to refine to truly separate the look of the two teams.

I hope I managed to shed some light on Brink's unique visual style and the thinking behind it. If you have any questions or comments about Brink's art style, feel free to share them with us. We look forward to bringing you additional developer diaries from other members of the team in the future. In the meantime, go check out BrinkTheGame.com.

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Comments

It's a shame the concept art is so small. Is it possible to see bigger versions?
Posted on 9 October, 2009 - 15:26
When did you look at it? There were only small versions this morning but they've since been replaced with the proper images.
Posted on 9 October, 2009 - 16:08
great stuff. got cravings for more!
Posted on 9 October, 2009 - 16:30
Ah yes they've got the right size now!
Posted on 9 October, 2009 - 17:39
yay

so next week gameplay
Posted on 9 October, 2009 - 18:08
was awesome to read! and finally some underlining with images to what is spread into the public. "... Instant Deep Context. In other words, show, don’t tell."

i read "extensive conceptual phase" <= needs to be put into the collector's edition

also this is very awesome: "There has been a big trend in recent games to push for an overly desaturated look, for Brink we wanted ‘colour’ back." <= i have no idea what bites people when they don't use color. look at the terminator 4 movie. it's not good and all, but what makes the movie a total disaster is it's desaturated look which is depressing for the viewer. or wolfenstein. the game maps are boring and demotivational. not because of the map design itself, but because of the depressing colors that are used.
Posted on 9 October, 2009 - 18:17
Very good blog, I wonder how different the teams will look, with everyone looking so unique in a fast paced shooter this could be a tricky part to sort out
Posted on 9 October, 2009 - 18:46
Yes, that's a real challenge but on top of the color restrictions in the palettes we're using for each faction, a number of HUD elements will show you who you're aiming at.
So no teamkilling you lot!
Posted on 9 October, 2009 - 19:50
They could be as different as black and white and RosOne will still wipe out his entire team in one go.
Posted on 9 October, 2009 - 23:08
It needs a big beeper whenever you scroll over a friendly

"WARNING WARNING, YOU ARE AIMED AT A FRIENDLY UNIT, DO NOT ENGAGE. I REPEAT, DO NOT ENGAGE"
Sort of like the horrific turret beep in quakewars :x

no.6 totally looks like a dildo.
Posted on 9 October, 2009 - 23:54
Quote Originally Posted by Nosebone View Post
Yes, that's a real challenge but on top of the color restrictions in the palettes we're using for each faction, a number of HUD elements will show you who you're aiming at.
So no teamkilling you lot!
Please don't tell me "HUD elements" mean "red arrows" (or maybe only show the arrow when you have your crosshair on the person)
Posted on 10 October, 2009 - 07:14
Quote Originally Posted by Florisjuh View Post
Please don't tell me "HUD elements" mean "red arrows" (or maybe only show the arrow when you have your crosshair on the person)
to quote from the crossfire q&a:

"Q: Don't put red arrows above your opponents' heads. And don't you even dare to think of health bars!
A: Yeah, no red arrows. Myself, I am a fan of letting someone see how close to death the enemy is when you mouse over him, but that's totally something that you can turn off when setting up hardcore matches."

guessing that one thing of the "hud elements" mean the crossfire might change colour when hoovering. but suppose there must be something else aswell?
Posted on 10 October, 2009 - 08:37
Quote Originally Posted by dohfOs View Post
guessing that one thing of the "hud elements" mean the crossfire might change colour when hoovering. but suppose there must be something else aswell?
If that's the case then they better get a colourblind option in there! So bloody hard having to quickly distinguish red and green from each other on the fly when you're colour blind
Posted on 10 October, 2009 - 11:38
Quote Originally Posted by Nosebone View Post
a number of HUD elements will show you who you're aiming at.
Oh dear ...

Quote Originally Posted by Florisjuh View Post
Please don't tell me "HUD elements" mean "red arrows" (or maybe only show the arrow when you have your crosshair on the person)
Exactly my concern. Even a cross-hair slightly colour if aimed in the direction of an enemy is in effect, a red arrow.

RS has it that the crosshair only turns green if a friendly player walks into your spread circle (and displays the name of that player) at all other times it stays red (and doesn't show the opponent's nick either).

Ah well, I already voiced this on too many threads already. There are other ways around this than having to resort to hud elements. In the end having as little artificial crutches in your screen is always better.
Posted on 10 October, 2009 - 11:47
Here's the thing about Brink... you've got to remember there's all these class abilities & upgrades and stuff that can radically change things up... a little small body type enemy who you would expect to die really fast may have been temporarily buffed up to be the equal of a big heavy guy in terms of hitpoints (if he's been helped out by his teammates, for example). And then you'd be shooting at him, you expect him to die very quickly, but he takes a licking and keeps on ticking, and you're left wondering "wha? whas i not hitting him?". Because of situations like that, I think it's VERY impotant to give player's feedback about exactly what they're up against when they're aiming at a bad guy.

Which is very different that simply putting a GUI thing over everyone's head before you've even seen them. This is a case of "you've already spotted him, and by looking at him, we're giving you the additional 'bonus' information you need to know to make informed decisions"

Am I crazy? :-)
Posted on 10 October, 2009 - 13:53
Hmmm, I'd say that that sort of thing is all in the implementation. Too much info in too garish a fashion simply increases screen clutter until it is no longer useful. On the other hand, too little info given too subtley and the HUD element might as well not be there at all.
Posted on 10 October, 2009 - 15:11
Most def. And I'll be honest, if you guys could see the game today, we're a little too much in the former state, but that's largely because we've been having to make due with programmer art for all our HUD for over a year now.

That's why I so happy that we've FINALLY got a full time devoted GUI coder (just started last week, hey Russ!) and GUI artist (really talented guy who starts in a few weeks), so they can start working on iterating on exactly this problem. I'd say it's be FAR the single biggest challenge for the HUD and GUI design. But I've now got high hopes!
Posted on 10 October, 2009 - 15:24
Quote Originally Posted by Rahdo View Post
Here's the thing about Brink... you've got to remember there's all these class abilities & upgrades and stuff that can radically change things up... a little small body type enemy who you would expect to die really fast may have been temporarily buffed up to be the equal of a big heavy guy in terms of hitpoints (if he's been helped out by his teammates, for example). And then you'd be shooting at him, you expect him to die very quickly, but he takes a licking and keeps on ticking, and you're left wondering "wha? whas i not hitting him?". Because of situations like that, I think it's VERY impotant to give player's feedback about exactly what they're up against when they're aiming at a bad guy.

Which is very different that simply putting a GUI thing over everyone's head before you've even seen them. This is a case of "you've already spotted him, and by looking at him, we're giving you the additional 'bonus' information you need to know to make informed decisions"

Am I crazy? :-)
I've seen plenty of HUD's which are just horrendous because they try to convey too much information to the player. I hope you guys don't make the same mistake.

Quote Originally Posted by Rahdo View Post
That's why I so happy that we've FINALLY got a full time devoted GUI coder (just started last week, hey Russ!) and GUI artist (really talented guy who starts in a few weeks), so they can start working on iterating on exactly this problem. I'd say it's be FAR the single biggest challenge for the HUD and GUI design. But I've now got high hopes!
Good that you guys finally found someone, too bad his name seems to be quite generic which makes me have trouble with my regular new SD hire stalking
Posted on 10 October, 2009 - 15:31
Quote Originally Posted by Rahdo View Post
Here's the thing about Brink... you've got to remember there's all these class abilities & upgrades and stuff that can radically change things up... a little small body type enemy who you would expect to die really fast may have been temporarily buffed up to be the equal of a big heavy guy in terms of hitpoints (if he's been helped out by his teammates, for example). And then you'd be shooting at him, you expect him to die very quickly, but he takes a licking and keeps on ticking, and you're left wondering "wha? whas i not hitting him?". Because of situations like that, I think it's VERY impotant to give player's feedback about exactly what they're up against when they're aiming at a bad guy.

Which is very different that simply putting a GUI thing over everyone's head before you've even seen them. This is a case of "you've already spotted him, and by looking at him, we're giving you the additional 'bonus' information you need to know to make informed decisions"

Am I crazy? :-)
Of course it's important to give the player all the information he needs, otherwise it would be a game of chance.

But the GUI should be the last resort in these manners, the information should come from the battlefield itself. If a player is buffed, debuffed, wounded, full health, charging, whatever it should be visible on the model itself and not trough a bar a meter or number flashing in your screen.

Look at TF2, there's no doubt about whether that heavy is übercharged or not, you can see him coming from miles away. You can see when a player is in a critting state (his weapon has lightening around it and he has temporarily double damage), and you can see to what degree a player is wounded, or when has a jar of urine thrown over him (making him more vulnerable).

In fact, TF2 makes no use of the interface at all here it's all in-world stuff. The only exception is team-mates, then it suddenly makes plenty of use of the GUI with little exclamation marks, and all that.

I think that's the right direction to take. Use the GUI however you like in order to make the interaction inside a team as smooth as possible, but keep it out of the fight against opponents itself, then it should be the player who judges the world instead of doing what his GUI tells him to do.

I understand it takes way more resources, time and energy to take the in-world approach. But that's an economical decision, not a gameplay one.
Posted on 10 October, 2009 - 16:17
And yet, in TF2, when playing a medic, they have to use traditional HUD stuff to let a medic do his job effectively. And they're right to do so, because it's not a binary on/off situation like most of the examples you suggest (either they're supercharged or not, either they're urined or not, etc.). There's a lot more incremental information in Brink about both your team and the enemy than in TF2. There's a lot more going on in general because of all the myriad of class abilities and weapons that players may or may not bring into a match. And then you add the additional complexity of character customization to boot! It all makes for a very rich and tasty soup of gameplay possibilities, and the danger is in it getting too soupy

So when the player's got situations where they're making life or death decisions in literally split seconds, I think they need information is the fastest, easiest to read, most effecient means possible. Much like a medic does in TF2...
Posted on 10 October, 2009 - 18:59
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