Hi there!
After some devlogs by my lovely colleagues, it’s time for another delve into the development process with the design department.
If you’ve been paying attention you went from early puzzle prototypes, different concepts, and then tying it all up into a single style or vision with completion of the 3d assets. If we were just making a 3d environment without any interactivity that would be it. However, games are all about interactivity.
You need different controllers, levers, and ways to interact with the puzzles and they all need to be able to react to the player’s input and affect the environment in a believable way. And that's when programming, as a vital part of any gaming project, comes into play. But how do they know what each interaction should be like? They need a baseline. Something that will show them what, how, and when should be happening (without a designer standing behind their backs, nagging). That finally brings me to today’s theme: animatics✨🦄✨!

What is an animatic? In general, animatic is a series of images or short videos that are made to convey planned features, or a feeling a piece of audiovisual art should portray. In our case, it is a bit more specific. Our animatics use prototypes of 3d assets and animations of any active objects and aim to show the full workings of any one puzzle and scene.

Finished animatics help designers to finally see what their ideas look like after all the iterations and changes, tweak the workings and mechanisms of the puzzles (this of course requires cooperation with the 3d artist who made the prototypes in the first place), and convey their ideas about interactions and causalities in the game world to the coders who then use the animatic as a baseline of how should things behave.

You can picture our animatic as a playthrough video made before the game is finished. It focuses on all things the player can interact with and follows his every step through the chapter, every stage, every zoom, every puzzle as well as any extra interactions that are not necessary for the completion of the game.

Making animatics often requires cooperation across all of our departments and helps us iron out a lot of potential issues. To show you a small glimpse of what our animatics look like (and maybe to get a chuckle out of you), Lucka, one of our designers and the specialist on animatics for The House of Tesla created this gif for you.

And that's my cue until next month when we will talk about Gamescom, our preparations for an event like this, and what goes into making a playable demo.
Viktor
Lead Designer of The House of Tesla
Blue Brain Games