Splash DamageBlogNew Brink Developer Diary Sheds Light on All Things Artsy and Stylish

Splash Damage Blog

New Brink Developer Diary Sheds Light on All Things Artsy and Stylish

Following Paul's entry earlier in the year, the second Brink developer diary is now live, featuring the wise words of Art Director extraordinaire Olivier Leonardi. Olivier talks about the thinking behind Brink's unique art style, going into great detail about the character design and the environments, as well as some of the inspiration for each. The piece is packed with fresh concept art, so go have a look.

42 Comments

It's a shame the concept art is so small. Is it possible to see bigger versions?
Posted on 9 October, 2009 - 16:26
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 - 17:08
great stuff. got cravings for more!
Posted on 9 October, 2009 - 17:30
Ah yes they've got the right size now!
Posted on 9 October, 2009 - 18:39
yay so next week gameplay :D
Posted on 9 October, 2009 - 19:08
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 :D 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 - 19:17
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 - 19:46
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 - 20:50
They could be as different as black and white and RosOne will still wipe out his entire team in one go.
Posted on 10 October, 2009 - 00:08
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 10 October, 2009 - 00:54
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 - 08:14
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 [url=http://doffelicious.com/2009/october/brink-qa-crossfire.html]the crossfire q&a[/url]: "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 - 09:37
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 - 12:38
a number of HUD elements will show you who you're aiming at.\
Oh dear ...
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 - 12:47
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 - 14:53
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 - 16:11
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 - 16:24
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.
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 - 16:31
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 - 17:17
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 - 19:59
I should add, that as much as possible, i do want to represent this stuff in game... an upgraded gun has a deeper bass than normal, whereas upgraded ammunition has more intense tracer fire, for instance. i just worry that subtle stuff like that alone might not be enough in all cases, with so much dynamic ebb and flow in the game... also, what's a guy got to do to get a 5 star rep around this place!!! those 4 stars haunt me!
Posted on 10 October, 2009 - 20:17
Rahdo: Talking about upgrades. Will you be able to turn off such upgrades (or, a few selected ones) on "non ranked" servers? If it proves to be unsuitable for competitive game? (like in CoD4 when some of the upgrades are just.. "too good"). Hopefully it won't be needed, but I'd still appreciate an answer =)
Posted on 10 October, 2009 - 20:23
Rahdo: Talking about upgrades. Will you be able to turn off such upgrades (or, a few selected ones) on "non ranked" servers? If it proves to be unsuitable for competitive game? (like in CoD4 when some of the upgrades are just.. "too good"). Hopefully it won't be needed, but I'd still appreciate an answer =)\
I'm more interested in knowing whether we can turn them all on by default (ehh, I mean, allow players to customize their character with unlockables they have not achieved yet). That might make matches a lot more interesting while still not destroying the balance. And I think it will help blur the lines between casual and online competitive play. I'm not sure if SD is interested in blurring that line though, considering competitive players like me (or at least like I used to be when I still had time to play several hours a day) are in general far from the easiest customers to please :)
Posted on 10 October, 2009 - 20:33
I'm more interested in knowing whether we can turn them all on by default (ehh, I mean, allow players to customize their character with unlockables they have not achieved yet). That might make matches a lot more interesting while still not destroying the balance. And I think it will help blur the lines between casual and online competitive play. I'm not sure if SD is interested in blurring that line though, considering competitive players like me (or at least like I used to be when I still had time to play several hours a day) are in general far from the easiest customers to please :)\
Well yes, that's equally interesting. So I'd like an answer to Both questions now :stroggbanana:
Posted on 10 October, 2009 - 20:38
Well yes, that's equally interesting. So I'd like an answer to Both questions now :stroggbanana:\
Well, I dare not deny the strogg banana! To both those questions, what I *want* to do is give as much flexibility for players to make their own preferred server settings, allowing/disallowing weapons/abilities/game features etc. as they see fit. When we get to the point where we're actively working on setting up the interface for these things, I actually intend to start asking on the boards about what kinds of choices players really want in detail (hopefully being able to talk openly by that point about the kinds of things that are on the table). So there's your vague non-committal answer for the evening :rolleyes:
Posted on 10 October, 2009 - 23:44
ability to restrict/set value of weapons, upgrades and numbers per class would be a universal choice imho as well as the usual speclock, pause, brinktv, etc. that all games need
Posted on 11 October, 2009 - 06:54
So there's your vague non-committal answer for the evening :rolleyes:\
Thanks, you get a tapir for that :stroggtapir: Also, I agree with the post above me (Nail) this time aswell =)
Posted on 11 October, 2009 - 08:32
I should add, that as much as possible, i do want to represent this stuff in game... an upgraded gun has a deeper bass than normal, whereas upgraded ammunition has more intense tracer fire, for instance. i just worry that subtle stuff like that alone might not be enough in all cases, with so much dynamic ebb and flow in the game...\
Deus Ex just came to my mind. You could upgrade your eyes ingame. If I remember correctly you could only see if someone was an enemy or not per default. Upgrades allowed to view the health status, loadout and other more or less important information. I may imagine something like that in Brink. If you are experienced enough to get all the information from visual / audio cues you may do that and save some upgrade points for other abilities. Others may choose to invest them in an upgrade that shows information about your enemies buffs and status on the hud. Showing buffs / debuffs should not have that much of an impact on balance but viewing a health-bar or not is a major difference. My standpoint is to not have any hud information about enemy health at all.
Posted on 11 October, 2009 - 10:53
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...\
Aye, but I already made that distinction between team interaction and engaging an enemy. Use all the GUI stuff you like if it helps interacting with the rest of the team. It's just when it comes to engaging with the enemy things get really delicate. Someone hiding behind a table or wall or in a dark place shouldn't be given away by GUI features on your screen. In that way the player should only have his cognitive skills to rely on. And if you want to use GUI on enemies, it should be really simple. You could use one single indicator that indicates how the opponent player matches up to you. In a similar way like WoW displays colours in the enemy player's name. A player you simply can't beat is a skull, a very dangerous player is red, a nearly beatable player is orange, equal player is yellow a green player is a piece of cake and a grey player is like beating up kids. These colours are all relative to your own level. The same can be done for brink. A player equal to you is yellow, if he has more upgrades than you he's orange, and if he has less than you he's green. This means that a player with a lower 'level' of experience but with upgraded weapons (through class abilities) to compromise he can still be indicated as 'equal' to you. So in that way, the GUI will tell you whether there's something going on or not, and then it's up to you to find out what's really going on judging the player model. The point is, elaborate GUI features to help in enemy engagement can quickly turn a shooter into a semi-turnbased RPG. That's just my concern.
Posted on 11 October, 2009 - 11:07
Someone hiding behind a table or wall or in a dark place shouldn't be given away by GUI features on your screen.\
The point is, elaborate GUI features to help in enemy engagement can quickly turn a shooter into a semi-turnbased RPG. That's just my concern.\
Completely agreed! Both of these are bad outcomes that I intend to avoid!
You could use one single indicator that indicates how the opponent player matches up to you. In a similar way like WoW displays colours in the enemy player's name. \
That's a VERY interesting idea which I hadn't considered (and I should have... I played enough WoW). Thanks for the idea! Don't sue me if we use it :)
Posted on 11 October, 2009 - 13:16
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 :(\
Agreed - the radar/command map in ETQW is basically useless for me due to the tinyness of the arrows :(
Posted on 11 October, 2009 - 17:08
exellent! :)
Posted on 11 October, 2009 - 19:38
from irc:
[2009-10-09 19:57] RR2DO2: what does "mix and match any and all ..." mean? can all different body types pick clothes from the same collection? ... [2009-10-09 19:58] Joe999: exactly how is that achieved for the different body types? is the same texture stretched or are there multiple textures for the different body types, like mip-mapping or sth?
Posted on 18 October, 2009 - 05:25
how is that achieved for the different body types? is the same texture stretched or are there multiple textures for the different body types, like mip-mapping or sth?\
Check World of Warcraft for that. Gnomes and Taurens can wear the same stuff. Or in this case a dwarf and a troll. Note how the shoulder pads are also scaled and positioned differently. You won't have to worry
Posted on 18 October, 2009 - 13:58
Well, I dare not deny the strogg banana! To both those questions, what I *want* to do is give as much flexibility for players to make their own preferred server settings, allowing/disallowing weapons/abilities/game features etc. as they see fit. When we get to the point where we're actively working on setting up the interface for these things, I actually intend to start asking on the boards about what kinds of choices players really want in detail (hopefully being able to talk openly by that point about the kinds of things that are on the table). So there's your vague non-committal answer for the evening :rolleyes:\
Thats really encouraging to read :) The competetive scene usually sets their "standards" after a couple of months (which makes sense) how do you plan to respond to that? - Some sort of presets system could work but needs to be planned way before release. That way you can release a new preset several months after release based on how its really played at the time. - A patch works too but could hurt non-competetive gamers. It needs to be said that the competetive scene can decide on some pretty stupid rules sometimes depending on whos the most vocal or respected at the time. (i dream of a game where i dont have to download small plugins that changes tiny little features that really dont matter to anyone except those few that needs to boost their pro egos) ops, did i really type that? ;) Anyway, its really nice to read that youre atleast thinking about these things before the games shipped :tup:
Posted on 18 October, 2009 - 14:39
I still hope that Brink will be so good it doesn't need any change for competitive play.
Posted on 18 October, 2009 - 14:49
i have to bump this regarding: "There has been a big trend in recent games to push for an overly desaturated look, for Brink we wanted ‘colour’ back." ^^ did you change your opinion? the e3 videos look overly desaturated compared to earlier footage :( gief color back! and gief beta!
Posted on 19 June, 2010 - 05:37
Man, stop saying "gief".. you sound like a spoiled rich-kid brat lol.
Posted on 19 June, 2010 - 05:41
Man, stop saying "gief".. you sound like a spoiled rich-kid brat lol.\
go here: [url]http://www.splashdamage.com/forums/profile.php?do=ignorelist[/url] and put "Joe999" into the textbox below "Add a Member to Your List..." and hit the Okay button
Posted on 19 June, 2010 - 05:45
Haha "why so serious?" :P
Posted on 19 June, 2010 - 07:04
i have to bump this regarding: "There has been a big trend in recent games to push for an overly desaturated look, for Brink we wanted ‘colour’ back." ^^ did you change your opinion? the e3 videos look overly desaturated compared to earlier footage :( gief color back! and gief beta!\
i take that back. seems my mp4 codec was messing with me. thx to rr2do2 & mop for clarification :)
Posted on 19 June, 2010 - 14:58
Love Concept Art :)
Posted on 19 June, 2010 - 21:27