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	<title>GhostBoard &#187; Beto</title>
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		<title> Semblante on Play This Thing</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/03/06/lang_pt-brsemblante-no-play-this-thinglang_pt-br-lang_en-ussemblante-on-play-this-thinglang_en-us</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/03/06/lang_pt-brsemblante-no-play-this-thinglang_pt-br-lang_en-ussemblante-on-play-this-thinglang_en-us#comments</comments>
		<pubDate>Sat, 06 Mar 2010 21:22:44 +0000</pubDate>
		<dc:creator>Beto</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[Play This Thing]]></category>
		<category><![CDATA[puc-pr]]></category>
		<category><![CDATA[Semblante]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=500</guid>
		<description><![CDATA[Semblante posted on Play This Thing! Even though our priority is the Tsar Project, we didn&#8217;t left Semblante behind. We&#8217;re sitll working on it to improve the gameplay and sharpen the game concept, looking forward to achieve a more complet experience on what&#8217;s been proposed for the game. We just got extra motivation! =)]]></description>
			<content:encoded><![CDATA[
<p><br />
<span lang="en-us">Semblante posted on <a href="http://www.playthisthing.com/semblante">Play This Thing</a>!</span></p>
<p><span lang="en-us">Even though our priority is the Tsar Project, we didn&#8217;t left Semblante behind. We&#8217;re sitll working on it to improve the gameplay and sharpen the game concept, looking forward to achieve a more complet experience on what&#8217;s been proposed for the game.<br />
We just got extra motivation! =)</span></p>
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		<title>Global Game Jam!</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/01/30/global-game-jam</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/01/30/global-game-jam#comments</comments>
		<pubDate>Sat, 30 Jan 2010 23:52:07 +0000</pubDate>
		<dc:creator>Beto</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Catch 22]]></category>
		<category><![CDATA[Deception]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[Jung]]></category>
		<category><![CDATA[Semblante]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=447</guid>
		<description><![CDATA[Here we are, Adugans and friend developers, at Global Game Jam. We had a hard time defining the game concept. That happened not because we found it hard to fit a game concept to the theme proposed, but because we always have a creative boom and we end up having so much options that it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[
<p>Here we are, Adugans and friend developers, at Global Game Jam.</p>
<p>We had a hard time defining the game concept. That happened not because we found it hard to fit a game concept to the theme proposed, but because we always have a creative boom and we end up having so much options that it&#8217;s difficult to pick up one way to go.</p>
<p>Even so, our sub-teams managed to make substantial advances. Game design defined the game mechanics and challange pallet; having the game concept the screenwriting team could work out the plot and main character; graphics develped some tilesets, props, and some animations fo the main character and enemies.</p>
<p>The prototype is almost with all mechanics and features implemented. By the time it&#8217;s all done, game design will start composing the level design.</p>
<p>Considering it all, we have a nice optmistic feel!</p>
<p>Later on we&#8217;ll talk more about the game itself.<br />
Stay tuned! =)</p>
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		<title>Tsar Level Design</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/26/tsar-level-design</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/26/tsar-level-design#comments</comments>
		<pubDate>Mon, 26 Oct 2009 12:12:38 +0000</pubDate>
		<dc:creator>Beto</dc:creator>
				<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[lego]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[moscou]]></category>
		<category><![CDATA[moscow]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=211</guid>
		<description><![CDATA[Giving sequence to the series of posts about the Tsar Project, today the subject is Level Design which is the development of the game&#8217;s setting and background from the most wide scope (location) to the most specific details (desk positioning). The Level Design of Tsar Project was conceived after a thorough research of the Moscow [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-large wp-image-275" title="Gottfried's Map - 1695" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/gottfried_1695-1024x833.jpg" alt="Gottfried's Map - 1695" width="573" height="466" /></p>




<p><span lang="en-us">Giving sequence to the series of posts about the Tsar Project, today the subject is Level Design which is the development of the game&#8217;s setting and background from the most wide scope (location) to the most specific details (desk positioning).</span></p>
<p><span lang="en-us">The Level Design of Tsar Project was conceived after a thorough research of the Moscow Kremlin architecture circa XVI century, done mainly by our Art Director, Maperns. The continuous drive for accurate</span><span lang="en-us"> textual and pictorial</span><span lang="en-us"> information to compose our historical fiction made us reach a russian architect and historian, Julia Tarabarina. With  her kind support we managed to gather information about the building layout and structure, and architectural blueprints of that century and posterior ones.</span></p>
<p><span lang="en-us">Building from this knowledge we started the development of the Level Design properly, designing the necessary modifications to make game interesting but always trying to preserve the historical accuracy. The first step was to gather all information that we had collected by drawing blueprints of all floors of all of the Kremlin main palaces, in order to create a better understanding of the game space. These blueprints then were simplified to help the work of the game designers and programmers.</span></p>
<p><span lang="en-us">After this, we started to work on the game events, placing them on the game space. We also designed a huge mind map with all rooms and their connections, NPC placement, item placement and guard routes and routines. Both were also tested on our software prototype and Lego mock-ups. These maps also helped the development of the first background concepts which Maperns is doing directly on Paint Tool SAI, a very powerful (and cheap) japanese painting software which he will present on his next post.</span></p>
<p><a href="http://h"><img class="aligncenter size-full wp-image-276" title="Tsar Lego" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/Lego.jpg" alt="Tsar Lego" width="570" height="398" /></a></p>

<p><span lang="en-us">I&#8217;ve been silent for a while now, but now I&#8217;m here. My name is Thiago, but you can call me Beto, and I am Aduge&#8217;s game designer. I will try to be more present on this distinct blog from now on.</span></p>
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