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The making of TerrorDrome - by: Marc Echave

(2476 total words in this text)
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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.

 

Ghostface
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:

Ghostface

Ghostface

Ghostface


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

Jason

Jason

Jason boy

 


Movie screenshot references for Leatherface's Mask:

Leatherface mask


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

Maniac cop

maniac cop



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.)

Pinhead

 

Terrordrome game

Tall man

 

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.

Terrordrome game


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

 

Freddy vs Freddy


Screenshot of Terrordrome 1.

Comparison:

Ghostface vs Freddy

Ghostface vs Freddy

Freddy vs Jason

Freddy vs. Jason


Same stage, same characters, different DEMO!

- - - - - - - - - - - - - - - - - - - - - - - -

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!)

Terrordrome game

Terrordrome game

Terrordrome game

Terrordrome game

Terrordrome game


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

slashers

Terrordrome game

- - - - - - - - - - - - - - - - - - -

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:

crystal lake


A movie snapshot for reference for Crystal lake docks.


morgue

morgue

morgue


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

 

Ash vs. Michael Myers

Myers house


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

Re-animator pics


A picture reference from Re-animator for the stage.

For more information on TerrorDrome visit their website: http://www.terrordrome-thegame.com/

Comment on the making of Terrordrome.

  

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