Friday, 11 March 2016

Evolution of a character Part 2

With a new look for Vickers we quickly went on to build a new version of the game. we had applied to GameCity in the Nottingham arcade museum and this is where we showed our new and improved Vanishing Point


Around this time we also posted this version of the game to Newgrounds, we wanted to get a wider range of feedback. We were pleasantly surprised when Newgrounds featured Vanishing Point on their front page, this gave us a great deal of exposure but also brought up some issues.
Up until this point we had been working with Alice Cowley, who as our artist had done a great job getting us to this point, but due to conflicting schedules Alice had to leave us. this left us with a slight dilemma, as we had a game that we were becoming more and more proud of but we didn't have an artist to finish the project.  With a rising panic I searched for a new artist that could realise our project, after a short search I found Stephanie Overstreet a young artist from America. It was clear that Stephanie had the ability to take Vanishing Point to the next level visually.  









Tuesday, 8 March 2016

Evolution of a character Part 1

As we approach the end of a new build of Vanishing Point and as we prepare to for Norwich Gaming Festival we take a detailed look back at the evolution of our main character: Captain Vickers

Vickers was designed to be the best of the best, an astronaut at the top of her game.  We wanted a strong female lead, a character that would not feel out of place leading the last surviving human on their search for a new home.

It all started here, I started sketching some character designs, we were not 100% sure we were going to have a female lead at this point.

After this came the very first design for Vickers, drawn very badly by myself.


When we had a basic design and we knew we wanted to go with this character we brought in a great young artist called Alice Cowley. She began working on sprite designs for the initial prototype. before long we had a sprite sheet and began working on TOMB as it was called back then.

We quickly made a prototype, when we first came up with the concept for Vanishing Point the game was gong to be in the Oculus Rift, we made the 2D prototype as a proof of concept. Below is a screen shot of the first incarnation of  Vickers in TOMB. you can play the proto here




We posted the prototype of TOMB on Newgrounds , we got a really positive response even though the game was, for us, really rushed and unfinished. We dropped the idea of making the game in the Rift and went full steam ahead on making Vanishing Point (as we would later call the game) our main project.
So we needed a more detailed character sprite. Alice went to work on designing a new look for Vickers.