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[h3]We at AYGames urge everyone to join our joint fight against coronavirus and fight back in the most powerful way:

BY PLAYING COMPUTER GAMES!

We encourage you to stay home and immerse yourself in the world of Deck of Ashes :)[/h3]

P.S.: as you can see, the characters of our game have already followed this advice.

Defender of the Fatherland Day!



[h3]Dear friends,

Sly and the AYGames team congratulate everyone with the Defender of the Fatherland Day!

Have a great day and let the war be only in video games💥[/h3]

In the tavern with Sly...



***

Today with us Maxim Lakomsky - senior game designer and project manager of Deck of Ashes. He is responsible for all your favorite in-game mechanics, powerful card combinations, unique character style, monster mechanics and much more.

Hello, fellow! Tell me about your profession, what do you do? Who's a game designer?


Hey, Sly! A game-designer is a person who creates a general concept of the game and thinks through all its details, all its sides. A game designer creates so-called design documents and technical tasks for the whole dev team. From the basic idea of the game, the story tie, and the basic mechanic, to a detailed description of each individual monster - how it's skils will work for the programmer, how it will look for the artist, how it will sound for the composer and how the game will be presented in the advert materials. In other words, the whole game is in the head of the game designer, and the team embodies his vision through the documentation prescribed by him.

How long have you been in the team? What did you do when you first joined the guys?

I joined the team 3 months before the release of the game in early access. In fact, I was hired to make this release happen. There was a wide range of tasks and it was necessary to bring the project to a playable form. A lot of work has already been done at that time: if I am not mistaken, a tutorial was created right before I got hired. When I joined the team, the first thing I started doing was bosses. Then I started working on monsters' skills and concepts. All the artworks had already been done by that time. I also did a lot more than that. There were a million smaller tasks. And creating a demo version for closed-door shows of the game, of course. It was a very important stage.

What's the hardest part about work for you?

You! *Laughing* Actually, it was Sly's creation phase that was very hard for me, but not the most difficult one. The hardest part was combining several tasks at once. You're afraid to forget something, to miss something, because of that you come back to check tasks several times, and in the end, you spend a lot of time and even less of it remains for the next tasks. A game designer needs to be just an equilibrist of time management. Without that, you can't do anything.

I know that bloodthirsty jester Magnus is your doing. What makes this character so different from the others?

The number of Magnus' unique skills and, in particular, the ability to control the mind of opponents. I came up with this almost as soon as I started working on the game at first. And I waited a long time to finally get to the point where we could bring all my ideas to life. At one point, we decided it was worth making Magnus as powerful as possible and gave him a second important skill, the ability to summon the Phantom. That was a tough technical challenge for our programmer because the mechanics of the game that had already been created didn't include the possibility of creating summoned creatures on the player's side. It was... really exciting!

What are you playing yourself? What games have helped you better understand the direction chosen for Deck of Ashes?

I've played thousands of PC games, no exaggeration, seriously. Many hundreds of games I played to the end, some even a few times. From early childhood, I've played many genres - shooters, strategies, RPGs... To a lesser extent, some kinds of sports, like racing. But I personally associate Deck of Ashes, in many ways, with the Heroes of Might and Magic III. And I don't consider more obvious comparisons - everyone already knows them. But I tried to make sure that the players get at least a fraction of the feelings that I myself once felt, sitting for another mission in HOMM3 - that atmosphere of the gameplay cant be conveyed by words, it must be felt.

Guys who are just beginning their game-designing journey. What would you suggest to them?

Pump up your mind and understand the industry. Just wanting to create a game does not make you a game designer. But the desire plus knowledge of what hundreds of games are made of, how does it work, and how to organize the workflow for yourself. That's what makes you a game designer. But how successful you become depends only on you and your personal qualities. Don't just stand there, pump up!

And finally: blitz! Lovecraft or Steven King? Why a game design? What is the power of a game designer?

1) Lovecraft, definitely. I even read it in the original, I love it. 2) Because I can. 3) The power of a game designer in the imagination and the ability to stand in the place of each team member. A good game designer should be able to at least a little understanding of everything that entrusts the others to do - an art, a code, marketing, all at once.

Thank you for your guidance and detailed answers. It was interesting!

***
Enjoying these interviews?

An interview with Yuliya Novoseltseva, artist of AYGames:
https://steamcommunity.com/games/1016730/announcements/detail/1719748588201393714

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In the tavern with Sly...



***

Today, our guest is Julia, the artist who literally created the world of Deck of Ashes from scratch. I managed to get Julia out of a busy schedule to interview her in our cozy tavern. Hi Julia! Tell me how long have you been in the AYGames team and what do you do?

Hello, Black Seprant! I've been with the guys for two years now. I'm a CG artist and an animator.

What were you inspired by, literally, creating the world of Deck of Ashes from scratch?

Oh, well, we reviewed a bunch of different artworks to get something of our own. Of course, one cannot fail to mention the Darkest Dungeon graphics - medieval engravings also became a source of inspiration. The artist Mignola really inspired me, and there is also the Polish artist Jakub Rebelka, who painted cartoon promotional videos for The Witcher. In general, a style was invented that looked like a comic book and a little grotesque.

It's always been interesting for me how the artist starts his drawing. For example, you get a task: to draw a cat-scene with an incredible battle and epic outcome. What will be your first step towards creating a masterpiece?

I think, as the artists say, “from the spot”, I try to break the composition as interesting as possible. I think that I will have in the foreground, the second, and how to make the background. Where is my compositional center, and how to set the mood as much as possible using the angle and lighting. After I decided on the general silhouettes, I look for suitable angles, poses (references) - this facilitates the drawing process and speeds up the overall production. Sometimes I even ask friends to get in the right position or take pictures of their hands from the angle I need. You often have to look at facial expressions. For a CG artist, the ability to use references is quite important, and this concerns not only the accuracy of poses and angles but also everything that surrounds us. Let's say you need to come up with armor. You can invent it out of nothing, you need to familiarize yourself with the existing information, delve a bit in history - to understand its structure. And then you can easily come up with your fantasy armor without arguing with the main essence of the subject. It is very important not to lose the general mood of the whole work. If we are talking about an epic battle, then it is obvious that the composition will be dynamic, possibly saturated.

There are also various artistic techniques to further emphasize the expressiveness of the scene. Let's say we make less contrast or take away in the fog not very important elements of the composition and, conversely, emphasize the active, making them more detailed. We break down the plans clearly. We give the viewer an opportunity to understand what, in the artist's opinion, is important in this composition, where to turn the view. It is as if we are telling a story, and it is important to tell it fascinatingly.

How does an artist not lose his inspiration by drawing every day? Maybe there's some advice?

I think we are all unique and do not want to give any specific advice. It is important not to lose interest in drawing. You need to be curious and not be afraid of the new. Well, that is, you can be afraid, but you don’t need to retreat :) And it’s also important to understand that if you are tired, this is normal! Give yourself a good rest, do not overwork, and you will find harmony :)

I can’t believe that the big guy Buck and Charon are your work. Tell me, where did you get the inspiration to create this big guy and his four-legged buddy?

When we were inventing Buck, he had to be really different visually from Sly. I made this colossus, with two swords (it's a reference to the Witcher), and a pet! We like Charon in our team so much, he is like a totem. The pet indicates that Buck has a big kind heart and underlines the contrast between appearance and inner world. As a result, we have such a good team. They're so different, but still together.

Is it true that the Magnus' Spider form is completely your idea? How did it come to your mind?

Yes, I had to think and invent right along the way. Well, the Boss Spider is a classic, haha :) In general, I just wanted to point out in some way Magnus' rotten and vile essence. Initially, Magnus was supposed to be a jester with magical abilities and no-frills, but somehow everything spun around and now ... I hope I was able to convey its whole essence :)

And finally: blitz! 1) Buck or Me ?! 2) Poison or knife? 3) What is the power of an artist?

1) Buck (I'm sorry) 2) Knife 3) This is your brain!

I won't forgive you for that... (joke... or maybe not!) Thank you for stopping by to chat, it was great!

It was nice to be your guest! Have a good day and inspiration, everybody! Thank you for reading this interview :)

***

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CONTEST! WHAT'S DISGUSTING TO A MAGNUS?!



[h3]We are launching a creative contest and insisting on your participation!ːsteamhappyː[/h3]

Task: edit the picture (it's easier than it looks), making it even funnier!

[h3]Template here:[/h3] https://ibb.co/8NT0ND1

Leave your works right here in comments (you can upload a picture to any file share).

Procedure for determining the winners and prizes: the authors of the three funniest (according to the AYGames team) works will get the Deck of Ashes keys. In case if you already have the game, we will offer you a digital artbook.

The results will be summarized on 14.02. Good luck! And may the memes be with you!

P.S.: the funniest works will be published in our social networks!

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