After I graduated I took up an internship of six months toĬontinue working on the TAKO project. Studio were kind of concentrated on their own tasks, some with The coordination was in short not optimal, and most of the folks in the We never managed to push outĪnything of substance, other than my concept art and illustration. Outsourcing, others in various projects - none of which materializedĪFAIK. Important for me that my visual works looked 'cool' rather thanĪctually being plausible, interesting and useful concepts Now when I look back at my designs I guess it was more My greatest take-home lesson from TAKO was that you have to have a great measure of discipline to complete anything - hell, to take anything further than the innovation part.īack then I had only a very basic understanding of game design, let aloneĬonceptualizing. There are so many things I could have done differently, but I suppose When I look back at the designs is how nothing is consistent. That's just my more developed mind nagging me now - back then I had noĬlue. Still, I have absolutely no regrets I learned immensely, had anĮxcellent time and forged a lifelong friendship with the former CEO. With TAKO I was introduced to the professional side of game design, and I'll never look back on that path, despite the pain and suffering #Uplink hacker elite themes deus ex professional# Innovation process, at which point we had a bunch of vague ideas and However interesting, the thesis covers mostly the early part of the If you want to read through the thesis I wrote, you can access it here. Inspirations for my designs include the Planet of Adventure series by Judge Dredd, this project referenced the comics quite a bit. #Uplink hacker elite themes deus ex series# Jack Vance, Deus Ex, Underground by Andrew Vachss and the BLAME! -mangaĬontent from the actual design documents I wrote, along with someĭrawings I made for the project. These with detail - I'll serve them raw to anyone who's interested. Trash about how shitty my game designs are.! If you spot a blatant Keep in mind that I wrote these years ago. Ripoff then good on you - you're educated. To little, but here you can see one of my first attempts at worldĭesign. Population mostly post-indo european, with heavily Essentially EUROPA is a megastructure of endless tunnels, Take from it what you will and I hope you enjoy.ĭystopian futuristic citystate, divided into several massiveĬantons. Of power between societies (which are large conglomerates basically) is Mixed genetical heritage the people should not look like of anyĭiverse culture of ethnicity, but rather a mixture of each. In essence, the citystate is a form of feudal anarchy, with subtle Quite fragile and coups are attempted often, but are rarely successful. All employed people are workers of one society or Intercine warfare between the controlling societies, which depend onĮachother to thrive. The other, usually depending on place of birth. The width nor range of the city should not be revealed. Information should at least be costly and vague at best. In such a city as EUROPA, one is bound to find all manner of Inside, the higher you climb, the more luxury and The sky could be shrouded by motley clouds of pollutionĮverywhere, to the point of most buildings having visual screens in Mayhaps manyĭwellers of the city do not even know what lies beyond theĬolonization, which becomes more infrequent the further you journeyįrom the city. Perversions, sleaze and filth: whatever mankind by-produces fromĮxisting amidst total leisure. Whereas inhuman locations should have less detail and more hard, Should be also 'soft' and lively areas as well, which can be enhanced Sometimes bounce f rom happy-go-go to nearing insanity to extreme evil (selfishness and indifference: the two b iggest issues and perhaps key themes in the game?). Point here is that the city, though futuristic, should emanate theįeeling that humanity has devolved back to the feudal age - even the Reflecting surfaces and more functional designs. Represent the kingdoms/fiefdoms, and Gods have returned, this time in Visuals can reflect this with medieval-like styles. Or a highly evolved computer conciousness, but rather, a living What the chasmites have deducted, is not actually an electronic device In charge of the operation of Europa's machinery and the seeminglyĪutomated construction and de-construction of the city blocks.
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