We're starting this week by publishing an interview with Shaun Brown, one of our concept artists whose works you're all familiar with. Shaun created art for divination cards, the Atlas of Worlds and other in-game content. In this interview Shaun not only told us about his work at GGG and the process behind creating concept art, but also has shared several pieces of his artwork. Enjoy!
Hi Shaun, thanks for participating in the interview! Please tell us a little about yourself and what you do at GGG? Well I'm a bit of a hermit and I spend most of my time doing art or art-related stuff. I also like learning new skills like juggling, archery and learning how to drive in VR. So I'm a very goal-oriented person.
How did you get started as a concept artist? It had been my dream for many years to become a concept artist. I've always loved to draw monsters and come up with imaginative ideas since I was a kid so it felt like I was born for this job. It also took many years of practice, learning, failing and hard work! And I'll always be on that path of learning.
How did you come to work at Grinding Gear Games? I started working at GGG in 2014. A good friend of mine was working for GGG and told me there was a job opening that I should apply for. There was a test but I don't remember it being too hard! That was the first concept art I did for GGG.
The community is most familiar with your artwork that appears on Divination Cards. What is this process like? Once the game designers have confirmed the design with the client, I would read and look at the images in the description of the card and usually an image will pop up in my mind. Most of the time, I'll sketch the image exactly as I saw or I'll edit what I see to make it better. I guess it's like seeing the future and drawing it down (lol).
Then it's a matter of linework and colouring.
Which Divination Cards did you enjoy working on the most? Hard to say. There are so many of them now! I do enjoy the ones that have hidden messages or symbols in the illustrations, like in The Union where you can see the date of the wedding.
Behind the scenes, you've created a lot of concepts and illustrations for microtransactions, monsters and game areas. Which of these presents the most challenges or limitations? Well I can think of some that haven't come out yet, but the one that comes to mind is the stained-glass windows. There was quite a bit of information to simplify into a flat image so it can be readable in-game too.
A lot of thought went into them to help express what was happening with the characters - like the higher the character, the better off they were (and vice versa), and the use of contrasting shapes, colours etc.
You can see that when Sin's power grows, the symbol at the top is eclipsed except for panel 5 which is when the mother and son are planning to get rid of Sin, and he is not fully in power - that's why there are gold horn shapes pointing at him too.
How much of a personal spin do you get to put on your work for GGG? Depends on the task, sometimes it can be a lot when I intuitively generate ideas that will work in the game. But there are constraints when it comes to the mechanics of the game (things like the number of joints and how they move etc).
It's quite fun to problem solve and play around with ideas to get around these limitations.
Are there any cool concepts you created that didn't make it to the game? Sometimes that happens but they often end up in the game later on.
Is there an area of concept art that you find the most enjoyable or interesting? That would be portals! It's fun to try to reinvent how a doorway can open up. It pushes you to think outside the box.
Do you have any hobbies outside of art? Yeah I'm trying to get away from computer screens and get outside! I like mountain biking and kayak fishing when the weather is good, but it's been hard to do this year since the pandemic. I've been getting into reading psychology books about dream interpretation and just got into archery too.
Do you dabble in any other art mediums than digital? Just pens and pencils on paper. I would like to get into oil painting, water colours and clay sculpting but I don't really have the time. Maybe later down the track or when I retire.
Which artists have inspired you the most? There's too many of them and I keep finding more every month! Here's the Top 10 artists that inspired the most, that I can think of off the top of my head:
John Singer Sargent
Anders Zorn
Alphonse Mucha
Andrew Loomis
Iain Mccaig
H. R. Giger
Takehiko Inoue
Yoji Shinkawa
Kim Jung Gi
Jason Hong
What kind of work did you do prior to working here? I was a struggling freelance artist doing concept art and illustrations for small businesses and got commissioned to do personal projects. Some of the things I did were illustrations for board games and card games, and a book cover.
Do you have any advice for people who are looking to become professional concept artists get into the industry? Post your artwork on a site or a blog to show your growth and dedication. Learn from your mistakes because you're going to make a lot of them - and try not to repeat them! Keep at it if it's what you really want because you never know when an opportunity will arise out of the blue.
You've also done a lot of concept art work on Path of Exile bosses and monsters for the third act of Path of Exile 2. What are you most looking forward to the community seeing? There is a boss I worked on last year. All I can say is that he has a big flat ornament on his head, has no feet, there are snakes coming out of his back like wings and there's a man standing inside his stomach. Sometimes it's hard to know how good things will look when they're in the game, but I'm hoping it turns out well.
as we have already mentioned we have for you big update with extra stuff and many changes. In this update we focused on added new items. Also we decided to edit and expand the map for new places. You have to check it out! Now in a lower price.
News:
bigger map with new location like a small military base, village, new ponds, church, wild beach and more;
from now when you get the materials you don't have to bend down to pick up (from example wood after cutting down a tree). Items immediately end up in your inventory. With one exception. If you have full inventory items appear on the ground as before.
new notification from the right side of the screen about the amount acquired and raised items from the ground;
scrap function in item menu. Now you can try scrap some item from your equipment (ex. glass jar and broken glass give you glass shards, empty can give you scrap metal);
new look for vegetables and fruits;
new icon items for fruits, vegetables, materials, tools, construct.
New Material Items:
Coal (form coal boulder);
Iron (metal scrap + clay in the forge);
Glass Shards (after scrap some glass);
Empty Glass Bottle (after drink whisky);
Empty Plastic Bottle (after drink water bottle).
New Concrete Construct:
1x foundation;
3x wall;
4x door wall;
2x window wall;
2x glass;
1x stairs;
1x floor;
1x roof.
New Tools:
Forge (Clay + Small Stone);
New Simple Hammer - previous Hammer change name to Claw Hammer;
Stone Axe - easy to craft for first primitive tools. Previous Axe is now Iron Axe.
New Plant:
Mushrooms (toadstool, champignon, boletus);
Flowers (goldenrod, hibiscus, clitoria ternatea).
New Fruit:
Plum;
Peach;
Orange;
Apircot.
New Vegetables:
Potato;
Onion;
Pepper.
New ground item (find and pick up from the ground):
Stick;
Stone.
New item sound for brick, glass shards, coal, wood stick and fruits.
Changes in crafting. Now items below move to craft in the Forge:
Brick;
Galss Jar;
Axe;
PickAxe;
Anvil;
Bucket.
Bugs:
Problem with collision tent, and workbench;
Not enough space for description text of item;
The description of the weapon contains incorrect information about the skill of the item;
I hope you are all good during this delicate world wide situation!
During this weekend I did a remake of an old Flesh Eaters map in Flesh Eaters 2 (Chromosome Evil) just to see the visual difference of the new art in the new engine. If you guys have any suggestions for map architecture please let us know, you may join our Discord for brainstorming. Link to Discord I hope you enjoy!
Most of the month was devoted to implementing a new data storage layer for the game state, and in the short term this work has enabled an undo stack for the track editor. Longer term it will also form the basis of the multiplayer support, so even if it's low level plumbing that doesn't make nice screenshots, it's vital to get it right as soon as possible before work progresses further in other areas.
First of all, I would like to thank you once again for your tremendous support. Your reviews, e-mails, and messages encourage me every day. Reading them warm my heart, and it makes me feel like I need to do even better for Room 2. That adds up a bit of pressure but it's such a boost for my creativity!
New Masks!
Choose from 4 different masks in the Lobby if you want to look great on the victory screen at the end! :)
These new skins were a community request and are added for free!
Patch Notes 1.57:
Change your appearance in the Lobby by choosing one of the 4 available masks
Added room selection menu before launching a game (also teasing for Room 2)
Fixed some missing maze walls
Updated Main Menu with better text + relax mode helper text fix
Added french translation for MoreClues
Improved multiplayer menu + relax mode text helper
This update is a huge change to the core of the way that physics works in Crashnauts. Movement is momentum based with additive forces. You'll find various forces pushing your character, including weapons. This is all inline with our design pillars of IMPACT and MOVEMENT.
For the time being, Online play has been disabled so we can continue to focus on the core game being fleshed out and polished for local play. Moving forward our goal is to prepare the game for release on Nintendo Switch and continue to update the Steam build in parity as we add features and fix bugs.v
Characters
The bug stomping metal cans of mayhem are back! Crashbots have been reintroduced to the game.
Gameplay
Added character color outlines to both FFA and TDM. We believe that keeping track of your character can be a little difficult for some players. Adding colored outlines to the characters helps those people keep track while not distracting too much. This should help make play experience more clear and less frustrating!
Added autoswap on weapon pickup. Running over an available weapon will swap your character to that weapon. If you are currently firing your active weapon, the auto-swap will not happen but the weapon be added to your inventory and can be switched manually.
Updated droplight visuals to better reflect the area that the crashpod will hit. Also fixed droplight movement on scrolling levels.
Moved to all 3D collision
Reintroduced hard aim on LT or LCTRL. Hard aim now allows your character to slide.
Refactored how the dash works with the new physics.
Introduced terrain that blocks characters, but not weapons.
Introduced portals that teleport your character from one position on the map to another.
Updated camera system to be more fluid and responsive to fast character movement
AI
AI was added to the game previously, but we have updated their logic and pathing vastly. Currently the bots can be pretty brutal to play against and we plan to release updates that allow for setting their difficulty in the future.
Maps
All maps have adjusted cameras, colliders and artwork.
Fringe - added additional platforms and adjusted sizes.
Keep - added jump pads leading up to the left and right edges of the map as well as jump pads in the towers at the far ends. Fixed bot pathing.
Wreckage - added elevator platforms in the areas far left and right. Disabled crushers for the time being.
Stasis - added portals to the pipes on the bottom level.
Miscellaneous
Hundreds of fixes and changes too small to list
Added display / resolution dialog window for changing display options
Gave headshot and crashpod landing camera shake more weight
Made color persistent when selecting character
Added player shadow
Added crackshot debris fx
Dynamic blood splats
Gave respawn timer to armor shards
Updated powerlance fx
Updated thrasher shotgun fx
Updated plasma rifle fx
Updated crackshot fx
Fixed bug of suicides not updaing the score
Fixed crashes with playing consecutive matches
Game settings can now be accessed during gameplay rather than only the Main Menu
Audio sliders in game settings now play sound as you adjust them
- fixed: sagitarrius if unarmed could be armed with gladius and then buying a bow would fail and still cost money (a remnant of our failed attempt to give hima side arm, even though slots are maxed out.)
- back again: instant replays generate to C:\Users\[YOUR USERNAME]\AppData\Roaming\Domina\replay\ if Game Options > Instant Replay Autosave is enabled.
- fixed: prestige AI targetting lions FIRST
- fixed: prestige opponents should not appear if: the game is not endless, player is less than one year into run, or if the game mode is normal, mild, easy, and the player doesn't have praesidio unlocked.
more difficult opponents will appear on more difficult modes even if you don't have a praesidio unlocked, but on all modes, the more difficult opponents should not appear until after 1 year of endless mode game play.
Greetings, our dear friends of Shavytown! ːsteamhappyː
For the past 3 years we have been working hard on our upcoming title, where we have definitely stepped up a notch regarding our ambition, production value, and design work. We present to you - The Last Cube: a science fiction cube puzzle game with a light narrative.
So what is all this Cube business about? In this game, you play as the last sentient cube left in the world. You were awakened for a purpose—save this peculiar world from collapsing by solving puzzle tracks left by your ancestors. The puzzles involve collecting colorful stickers on your cube's faces, and using each sticker's unique powers to overcome 3D challenges.
During the game you will venture through six colorful themes of the cube-world. New mechanics are introduced at appropriate intervals to keep the experience fresh and keep you engaged. Mechanics are mixed and developed throughout the game, and there is no doubt your cubing skills will be put to a test. Levels are also sprawled with secrets that unlock bonus levels - so exploration is rewarded.
Want to try out a short demo of the game? The Last Cube will be featured on Steam Game Festival, Summer Edition, running on June 9th through 14th 2020. During that time we will have a playable demo of The Last Cube where you can get right in the puzzle action and see for yourself what we will have in store. Set yourself a reminder at: https://store.steampowered.com/sale/gamefestival
To stay up to date with the game's updates, news and behind-the-scenes follow us on social media, which includes a subreddit and a Discord server. You can also ask us any questions you have there!
If you're interested in beta testing The Last Cube in the future, the Discord server is the best way to stay updated on that.
Thanks for supporting us during the Trimmer Tycoon phase. It was an awesome way to start our company and introduce ourselves into the world of game development. Since then, we have learned so much about programming, design, art, marketing, and other skills in game development, and our way of working as a team is ever-improving. We are super proud at the work in The Last Cube we have done so far and super hyped to deliver it to you. Thank you, keep rolling, and keep an eye on us! ːsteamhappyː