Games From Denmark Sale & our creative process
Hi Everyone
This week Steam runs a Midweek Madness sales with games developed from Denmark, to celebrate the Danish Games Week where developers from Denmark get the chance to meet and share experience, discovering new talents and talk to investors and publishers.
In the spirit of sharing our experience, we have collected some of the highlights of our creative process of making Wartile, and want to share this with all of you who are interested.
We have divided it up into three chapters covering, Environment art, Character art and finally Community and Game Play
Environment Art
In the beginning, we wanted to create a game that embraced the childhood memories of playing or gaming with figurines in miniature environments. Just like when playing games like Dungeons & dragons and Warhammer.

In the early stages, we made a tile-based system testing some of the core battle mechanics as a physical board game. We wanted to emulate the feeling of playing in a miniature world coming to life, where the game was in constant motion, but still with the flavor of turn-based mechanics.

When developing the game within the Unreal 4 Engine, we tried out a few early iterations on the visual side. The Goal was to create a diorama fell while also clearly communicating the strategical options available. With the top left, we tried to work with partly procedural generated tiles and foliage.

Our first gameplay trailer made three years ago under the working title TACTILE.
https://vimeo.com/122986004
We learned that defined tiles as part of the environment on the board significantly enforced the tactical aspects of the game, while also gave the board an appealing visual appearance.

To capture the feeling of playing on a diorama board we froze the water in its motion, creating a strong dynamic feel, with explicit references to handcrafted miniature models.

The clear-cutting of the diorama boards helped us frame the gameplay area while also creating a strong visual identity for Wartile.

All the boards are custom made, each one with a different visual setting and a new type of game challenge. Here you can get an exclusive inside peek of how we create the boards.(Warning - Pretty nerdy)
https://www.youtube.com/watch?v=3IySI8G4Ycg
To further enforce the miniature look and feel, we made use of the Tilt-Shift effect on the camera, adding blur in the for- and background while still having the figurines in perfect focus.

We proudly believe that we have established a unique visual identity for Wartile that fits the type of game we have been trying to create, and are looking forward to pushing the boundaries even further in the future.


Enjoy the raidings
Kind regards
Wartile Dev Team
This week Steam runs a Midweek Madness sales with games developed from Denmark, to celebrate the Danish Games Week where developers from Denmark get the chance to meet and share experience, discovering new talents and talk to investors and publishers.
In the spirit of sharing our experience, we have collected some of the highlights of our creative process of making Wartile, and want to share this with all of you who are interested.
We have divided it up into three chapters covering, Environment art, Character art and finally Community and Game Play
Environment Art
In the beginning, we wanted to create a game that embraced the childhood memories of playing or gaming with figurines in miniature environments. Just like when playing games like Dungeons & dragons and Warhammer.

In the early stages, we made a tile-based system testing some of the core battle mechanics as a physical board game. We wanted to emulate the feeling of playing in a miniature world coming to life, where the game was in constant motion, but still with the flavor of turn-based mechanics.

When developing the game within the Unreal 4 Engine, we tried out a few early iterations on the visual side. The Goal was to create a diorama fell while also clearly communicating the strategical options available. With the top left, we tried to work with partly procedural generated tiles and foliage.

Our first gameplay trailer made three years ago under the working title TACTILE.
https://vimeo.com/122986004
We learned that defined tiles as part of the environment on the board significantly enforced the tactical aspects of the game, while also gave the board an appealing visual appearance.

To capture the feeling of playing on a diorama board we froze the water in its motion, creating a strong dynamic feel, with explicit references to handcrafted miniature models.

The clear-cutting of the diorama boards helped us frame the gameplay area while also creating a strong visual identity for Wartile.

All the boards are custom made, each one with a different visual setting and a new type of game challenge. Here you can get an exclusive inside peek of how we create the boards.(Warning - Pretty nerdy)
https://www.youtube.com/watch?v=3IySI8G4Ycg
To further enforce the miniature look and feel, we made use of the Tilt-Shift effect on the camera, adding blur in the for- and background while still having the figurines in perfect focus.

We proudly believe that we have established a unique visual identity for Wartile that fits the type of game we have been trying to create, and are looking forward to pushing the boundaries even further in the future.


Enjoy the raidings
Kind regards
Wartile Dev Team