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A dark but playful point and click adventure, hand-animated in glorious frame-by-frame 2D. Free DEMO.
A dark but playful point and click adventure, hand-animated in glorious frame-by-frame 2D. Free DEMO.
1,225 backers pledged $39,156 to help bring this project to life.

Making-of: the Dungeon

Posted by OhNoo Studio (Creator)

Tonight I'll show you the process that shaped the final look of the game's first stage - the Dungeon.

Both the first stage of the game and the first stage to be designed, the Dungeon were to have a final and decisive effect on the atmosphere, gameplay and artistic style of the whole game. It had to be done right.

The beginnings

This is the very first background made for Tsioque, a quick proof-of-concept when I tried to show the guys at OhNoo how this game can look like. A little drab, isn't it? But it put a point across.

There's a blurred blob in the foreground. It's actually the very first design for Tsioque. I chose to censor it because, well, I'm kind of embarrassed, I just don't find it very good anymore. Perhaps in another update :)

Getting it right

As you know, all backgrounds in the game are done by the awesome Michał Urbański. This is one of the first sketches I sent him when we worked on the dungeon's look and design. If you already played the demo, you may notice something missing in this sketch.

Still, during the project's conception Michał wasn't the only artist working on the backgrounds.
This is how Tsioque could possibly have looked like:

This background art was done by another great artist Karolina Jędryczka.
While I thought Michał's art belonged somewhat better in the genre (see why below), I was still really hoping to get Karolina also involved somehow. Unfortunately, one day she just stopped answering her e-mails and apparently ceased all her Internet activity altogether. I hope she's alright.

Here's some work-in-progress from Michał.

Please ignore Tsioque's model glued there rather hastily for scale. Doing things fast is also part of the process.
As I wrote above, I thought Michał art did better justice to the genre, being all-in-one attractive visually, making sense from a game design perspective and invoking a certain sense of nostalgia I couldn't quite put my finger on, but I definitely felt it there.

If you look at the many differences between the original concept sketch and the artwork, you'll notice the hole in the floor, with tentacles coming out. Michał just drew something there so that space wouldn't feel empty.
This little addition gave birth to the Kraken, who has eventually become a full-fledged character in the game's story.

The result

After bouncing feedback back and forth, some small changes were made, to finally give us what you can now enjoy in the game.


- Alek

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