The Making of TerrorDrome by Marc Echave.
Here I quickly explain the different process of the making of Terrordrome.
A lot of people have asked how the characters were created and what is
the process like. Well here it is!
For the creation of the characters, we talk about which movie we're gonna
choose the main design from.There might be several that we find interesting,
as you know the same character may have a different look in each sequel.
In this case, we go for a combination of different details and elements
we think are the coolest, and create a mix out of them.
Once we're ok with the design, then the Modeler starts to work on it.
Since it's the modeler's task, it's allways cool to let him have his own
interpretation as well. There's generally little back and forth between
the modeler and me. Sometimes there's just few details here and there
we agree to improve.
The modeler is also in charge of creating the textures and the props.
I sometimes create some props too when I can, like alternate weapons,
or stuff like that.
When the model is ready. I do what is called the "skinning and rigging."
The rigging is the process of creating the structure of bones that will
help to animate the characters. It's like a skeleton inside the model
that you can manipulate. That is what you use to animate the character.
The skinning is when you link the model to the skeleton and make it able
to bend according the bones position. It's the most complex and somehow
boring part of the whole process. But it's also one of the most important.
Then comes the animation, the most enjoyable part as an animator. I used
to draw some sketches in the beginning for all the moves I had in mind,
but now, I just store all the ideas in my head and start immediately to
recreate them in the software. Since it can take a long time before the
characters get done, I have plenty of time to think about all the moves,
specials, etc...
The inspiration comes directly from the movies. I recreate some moves
actually performed by the characters or I create others on my own to suit
the game design. Same goes for the special or super moves.
Along with the attack animation, I have to create a whole set of hurt
animations as well. Once I've made all the animations, I render them all.
That's how I get what's called the "sprites". Then I can integrate
them in the engine.
After, I have to set everything right: place every sprite in position,
set the timing of every animation, the collision boxes, create the scripts
for complex actions, etc... It's a very long process of back and forth
between testing the game and going back to the settings to get the things
working correctly.
Then, at last, comes the AI scripting. That's what will define how the
character behaves. This is where the difficulty can be set.
Again, it's a matter of testing over and over again untill it works like
you wish.
I'm skipping some small steps, mostly testing and tweaking, but there
you can have an idea of the complexity of creating a playable character,
and why we have to choose and plan every aspect of the creation widely
before. We can't afford to waste time.

A screenshot of Ghostface's model inside the 3D software in Wireframe
mode.
This is not a rendered pic, just a screenshot from the Viewport.
Movie screenshot references for Ghostface's mask:



Movie screenshot references for Jason Voorhees's general design, clothes,
face and mask:



Movie screenshot references for Leatherface's Mask:

Screenshots of Maniac Cop in HD sculpting software Before the texturing
process.
These are not rendered pics, just a screenshots from the Viewport:


Exclusive (these pics are not even in my website)
Screeshots of Pinhead and Tallman's model almost finished inside the
3D software.
This is not a rendered pic, just a screenshot from the Viewport:
(As you can see with Tallman, his deadly spheres being modeled.)



Here you can see the major difference of quality of each DEMO, the first
one resulting of one man's work, the second the combined efforts of a
team.

Very old ad I've made for the release of Terrordrome DEMO 1.

Screenshot of Terrordrome 1.
Comparison:




Same stage, same characters, different DEMO!
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Different research on the menus.
The idea was having the same 2 main colors present in every composition,
red and black (I know black is not a color!)





Some very early concept (Terrordrome1 Menu test) and the final one (Menu
Final).


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It's usually easy to agree on a stage. Most of the time we re-create
a recurring place in the movies. There can be many, actually, but we only
chose one to work on. We grab a lot of snapshots from dvds. This is so
we have many references for the place, the props. If we can find anything
directly from the films, we follow our own inspiration and create a place
that could possibly fit with the character we're doing the stage for.
After the scene is done, we have to find the right angle of view that
will match with the gameplay. Then there is also a big job of lighting
and give to the scene the right mood. It's gotta be pretty and creepy
at the same time.
Once we're happy with the result, we integrate everything in the engine
in different layers. This is so I can add a depth feeling in the engine,
with different layers of background scrolling at difference pace, it's
a classic way to fake perpective in 2D games.
As for the music, this part isn`t very developed yet. Finding musicians
is been pretty hard so far. I just the main theme for every character.
The next demo might have some original score though, I cross the fingers.
crystal lake_Ref:

A movie snapshot for reference for Crystal lake docks.



Screenshots of premilinary renders, to test the size of the background
according to the characters, testing the lighting and adding props.


One viewport screenshot to fit with the size of the characters and searching
for a nice angle of view. And a Final render.

A picture reference from Re-animator for the stage.
For more information on TerrorDrome visit their website: http://www.terrordrome-thegame.com/
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making of Terrordrome.
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