We’re back!
Wow it’s been a crazy and turbulent month after GDC. We’re at a point where we need to get funding sorted which means presenting, negotiating, talking and waiting a lot. It’s tiring as hell, but we’re positive we’ll get there eventually. So because of the slightly draining circumstances we’ve completely neglected our public presence and the forum.
In case you haven’t seen our GDC trailer already:
So here’s a quick update for all of ya’ll.
Our week in San Francisco started with Game Connection where we had an insane amount of continuous meetings. Here’s a shot of Bendik and Erik at our table.

It was a great event and since we were part of the Selected Projects we had the chance to present our game.
Here’s Erik talking about FoM.

GDC was massive! Located in the entire Moscone Center there was a lot of walking involved and zillion things to see and experience. We were part of the Nordic Pavilion stuck in the middle of giants such as Intel, Nintendo and Sony. It was quite exciting standing there with our little indie game and we we’re lucky enough to get our own monitor and table!


Our composer Eiko Ishiwata came “all the way” from Vancouver to join us at GDC.

Eiko and I went to the Cartoon Art Museum where Double Fine had a book signing event with free booze and lots of fans – me included.

Where I met the one and only Tim Schafer.

Back at GDC we had a go with Oculus Rift. We were even featured in this Road to VR article!

Eiko is playing the VR version of Hawken.
Oculus Rift VR reactions featuring me and Eiko.
So that’s it! We’ll get more into specific outcomes of the conference in later news.
In other news – FoM is coming to WiiU!
Since GDC we have been getting in touch with all our new contacts – including Nintendo!
We recently announced that FoM is coming to WiiU and that SnowCastle is finally a Nintendo developer so there’s lots of stuff happening with that.
Here’s a few articles about our Wii U announcement.
Hey everyone!
We wanted to show you another little piece of our game; The Reckless!
The Reckless is Amon’s ship, his pride and joy, pieced together from scraps of salvage he finds in the desert. Like I showed you in the last post, it hangs in the dockyard while he works on it, but we want him to be able to take it out to explore more of the world during the game.
Figured I’d show the process on it. Frits did the concept art, I did a quick ortho, a color pass and the textures. The always excellent Thomas Pasieka did the 3D work on it!
First up; concept art. This is a collection of the sketches Thomas was given to work with.

Then Thomas set to work. Seeing as how we’re on different continents and timezones, we work via email, skype and dropbox and of course the Unity Asset Server. Typically I’ll come into work and find my dropbox updated with stuff like this, which brightens my day:

If just talking doesn’t cut it, we do a paintover with written descriptions. Here’s one of the feedback loops from Frits to Thomas:

Once the 3D models sits right with all of us, we jump into UV mapping and texturing. We use 3DCoat for pretty much all of our UV and texture work at this point. Here are some screengrabs, and a shot of the reckless in game once we finished up!

Have a great Easter, gang! We’ll see you again soon!
Cheers,
The SnowCastle Games team
This is the headline in Norway’s largest business paper today. The article notes that Festival of Magic was the big winner in the latest round of the Norwegian Film Institute’s grant program. This is the second round of funding Snow Castle has received for the Festival of Magic project from the Institute and brings the game a big step closer to release.
A great week at Snow Castle as we received word of the grant yesterday! With the new round of funding secured, we are moving firmly into production.
”We believe Snow Castle again will make a great game that both gamers and reviewers will enjoy,” says Kaja Hench Dyrlie, head of the Film Institute’s game section. Of course we couldn’t agree more. Now we are looking forward to GDC and the opportunity to show Festival of Magic there. Do drop by us at stand number 1432 so we can show you what it looks like.
We will also be at the Nordic Game Conference in May, so if you want to meet up with us there, give us a holler!
In other news, we also released a new and extended version of Hogworld as a free-to-play app this week. Initially it includes English, Spanish and German. We hope to add more languages soon. It looks gorgeous, especially on the iPad, so if you have one you need to download it right away!
Making of Plumpet Islands
We were not quite happy with the design of the previous harvesting island (see blog post). Problem with the design was that it was not scalable enough. We intended to add lots of stuff along the way, but the shape and size did not support this. Our Art Director did some new design sketches…


Although this design did make it more intuitive what the player could do, it was still not modular enough. So he made another where he split the different sections apart into separate islands.

This was a much better design for several reasons. We can now add new islands as we se fit. Also note how the harvesting island and mountain are built by combining simple rocks. We began to make pieces and assembled Plumpet Island (the island with the windmill above) and Barnacle Bay.
The house will be replaced with another, but we have simplified the production process without loosing visual quality.
In the previous harvesting island we made before christmas, we had the barnacles grow in the garden, but seriously – barnacles grow in the turf. With the new design we spilt spud production and pearl production (ammo for each Spud gun and pearl cross bow).

Both the mountain on the beach above and the island walls of Plumpet Island are constructed based on 7 different rock meshes. We have used Unity’s vertex paint shader to enable the green grass texture on the rocks.
That is it for now…
Hey guys!
I wanted to show you guys some more desert concept art. Couple of posts back I showed some stuff from the Zenit Desert area. Back then we figured the area would end up in sort of a bowl in the desert with a temple ruin sticking out of one of the sides. We decided it’d be way cooler to approach the temple in more of a flat environment where it’ll be much more imposing sticking out of the flatter ground (also it eases our job with the camera, avoiding it clipping into sides of the desert that are higher up than the character).
The arid desert and the rocks sticking out of it is still in there though, but as the player draws closer to the temple, things take on a little more order to guide straight towards the temple.
As the player approaches the temple we’ll switch the camera angle to a more overhead view, but that’ll come in the screenshots later. I was tasked with developing the entrance area (and the puzzle you’ll find there) visually. So here’s a jumpcut to a closer view of the entrance.
That’s it for me for this update, but we’ll get back to you with more from this area soon!
Have a great weekend!
Hey guys! Quick little update from me here. I did the polished version of the Crabler from the last post by Frits as well as the production art sheet that Hans Kristian will be working from. Enjoy!
This week we looked at how to design and implement variations of each creature type in FoM. Instead of having a gazillion kinds of cannon-fodder, we have a few carefully designed creature types that really adds interest to the battle system. So e.g. the Crabler is one organic creature type with an aggressive and defensive behavior pattern that requires the player to use specific strategies and choose his/her abilities and pairs wisely.
As you can see below the Crabler will have different looks and weapons depending on its level and element type.
This “armor-sets” or attachment modules will all work with the base rig and mesh of the creature and lets us add a lot of variation to each monster type.
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Next time I’ll go into some more detail on the production art and the whole 3D translation process.
Have swell weekend!
Hey everyone! Hope you all had a good holiday and a great New Year celebration!
We figured it was about time to get back into posting stuff again, so I’m going to show you guys some concept art for an area we’re calling “Zenit”. We’ve got people working on the gameplay and content design for this area as well, but I’ll kick it off with some concept art and visual development sketches!
Without revealing any story around it, Amon and Gnart find themselves facing an unforgiving desert, the habitat of the Rock Crabler, Fire Beetle and Fire Djinn from previous posts.




From there we wanted to get a better feel for the environment as a whole, and I started out doing a color sketch of Amon and Gnart right after they’ve been dumped into the desert:

We originally thought a camera above the player and pretty far out would do it, but after some discussion and prototyping the camera in engine we felt it would be better to position the camera more behind the player considering the gameplay we want in this area.

There will of course be combat encounters in the desert as well, so I did a quick mockup of how that might look when Amon and Gnart face off against a Fire Djinn.

And another following the same camera rules as the start of the desert, showcasing ancient architecture of a city buried in sand.

That’s it from me for this post! Hope you enjoyed the pictures!
Spent most of last week working with both the content and visual design of the monsters for our desert outdoor environment! We had an original design for an armor plated lion-like beast, but decided to save that design for a boss battle and start fresh.
The Desert Armor Monster has two modes in combat – defensive and offensive. Its element is Earth and it is the only desert creature vulnerable to fire.
I ended up with the design below – the Giant Rock Crabler. It fits the desert environment, easy to read, not too hard to animate and looks both intimidating and cute at the same time.
These spider varieties were inspired by the adorable Jumping Spiders. I really liked the look of the four big eyes, but the whole quad legged design felt overly sci-fi and did not fit the desert. The Spider just ended up goofy-looking which is not what I wanted. The creature had to look brutish – big, lumbering idiot of a monster!
The Horus giant design. This is where I got the idea to place the armor on the front arms/legs. A gorilla like giant with an eagles head and giant fists of stone was overly far-fetched and would be hard to animate. I think it’s important that the concept of a fantasy creature is easy to read – both visually and conceptually – soooo this one was a no-go!
The first designs I did. We quite liked the Pokémon-ish scaled dog, though it did not fit the requirements for this particular creature.
Well I better get back to drawing monsters. If you have any brilliant monster ideas feel free to share them in the comment section.
Hey guys! Friday art post! I just finished this enemy design for Festival of Magic and wanted to show you guys! It’s pretty large, constantly flying and it can swoop in and give Amon an uppercut with that nasty horn. We’re working on a new environment where this guy will be an encounter. Frits is doing the system design for him now! Can’t wait for Hans Kristian to make the 3D model and animate this sucker!
Modeling sheet and texture variation suggestion:
Other than that, you can vote for us for the Indie of the Year (IOTY) award over on IndieDB! It’s super easy, just follow the link below and click the big old banner on the top saying “Vote for this game” at the top of the page!
Indie of the Year voting link.
Have a great weekend everyone!
