This is the first post of our of behind the scenes series, where we take a closer look how games are made and what happens under the hood of a game engine.
In game industry art pipeline is the process where an art asset is designed and produced in certain ways and tools so that it is compatible with the game engine and design. I’ll be walking you through the art pipeline we have created for Druidstone and show how the Dark Knight, one of the enemies facing the player was created.
DISCLAIMER: this blog post is from a time when Druidstone was still in preproduction. Almost everything in the game design has changed since then. For example, all the levels are now hand-crafted (procedural generation is gone), the main character is no longer a druid, and there are multiple playable characters. We are keeping this blog post here for historical reasons. To get a better impression what the game is about, please read the About page and later blog posts.
All is dark. Your mind is floating in the endless reaches of the great void. Barely visible, mist and dim fading stars in the far distance are the only things you can discern. Then, suddenly something in the darkness stirs… “Your time has not yet come” a deep resonating voice booms. A bright light flashes so intensely that it pierces your mind!
You hear the rustling of autumn leaves. You open your eyes and see an ancient pillar of stone covered in pulsating runes. You are standing in the center of a stone circle in the middle of a clearing somewhere in the Menhir Forest. A woman with skin of purest white steps forward and smiles at you. Her eyes glow blue, like distant galaxies. “What took you so long?”
Welcome to the Druidstone dev blog! This blog is about the development of a fantasy roleplaying game called “Druidstone: The Secret of the Menhir Forest” which we have been working on since fall 2016.