<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>GhostBoard &#187; Pirin MP Maperns</title>
	<atom:link href="http://www.adugestudio.com/blog/lang/en-us/author/mauricioperin/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.adugestudio.com/blog</link>
	<description>Aduge Studio&#039;s official weblog.</description>
	<lastBuildDate>Mon, 19 Jul 2010 14:30:57 +0000</lastBuildDate>
	<language>en-us</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
		<item>
		<title>In Production</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/06/01/in-production</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/06/01/in-production#comments</comments>
		<pubDate>Tue, 01 Jun 2010 13:13:37 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[dof]]></category>
		<category><![CDATA[escultura]]></category>
		<category><![CDATA[guard]]></category>
		<category><![CDATA[guarda]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[modelo]]></category>
		<category><![CDATA[monogram]]></category>
		<category><![CDATA[monograma]]></category>
		<category><![CDATA[царь]]></category>
		<category><![CDATA[personagem]]></category>
		<category><![CDATA[plasticine]]></category>
		<category><![CDATA[platilina]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=607</guid>
		<description><![CDATA[Hello everyone! I&#8217;m very glad to announce that Tsar Project is now officially  in production! The next Tsar Update Bruno will lay more details in every department&#8217;s work, but for now I&#8217;ll give you a shot from the studio and some information on my work: In the background our beautiful 64sq ft pinning board, full [...]]]></description>
			<content:encoded><![CDATA[<p>Hello everyone!</p>
<p>I&#8217;m very glad to announce that Tsar Project is now officially <em> in production</em>!</p>
<p>The next Tsar Update Bruno will lay more details in every department&#8217;s work, but for now I&#8217;ll give you a shot from the studio and some information on my work:</p>
<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/06/tsar-project-in-production.jpg"><img class="aligncenter size-full wp-image-610" title="tsar project in production" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/06/tsar-project-in-production670.jpg" alt="Josifka &amp; Adaboria" width="670" height="776" /></a></p>
<p>In the background our beautiful 64sq ft pinning board, full of references and WIPs, including beta versions of the game&#8217;s map, sound design equalization and chord maps, plot drafts and else. It is a greatly useful feature for a creative studio, indeed.</p>
<p>Those in the foreground are little models I&#8217;ve done recently of two types of guards we&#8217;ll have in the Kremlin, they&#8217;re made of platicine, and still WIP, but are already useful in finding the right angle for their sprites.</p>
<p>Behind them you can (NOT) see three models of our protagonist, in whom my work is focused now, primarily in doing his basic movements animations and sprites.</p>
<p>Last but not least there is the Tsar Project logo!!! We have decided to use the same principle of the studio&#8217;s visual ID in our in development projects, so the typography is the same Cedilha Script and the logo in a brush stroke monogram of Tsar (actually, Царь).</p>
<p>Type to you later, and have a nice week!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2010/06/01/in-production/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title> Tsar Graphics: Silhouettes</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/01/22/tsargrafic001</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/01/22/tsargrafic001#comments</comments>
		<pubDate>Fri, 22 Jan 2010 23:08:54 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[Aduge]]></category>
		<category><![CDATA[argentina]]></category>
		<category><![CDATA[buenos aires]]></category>
		<category><![CDATA[characther design]]></category>
		<category><![CDATA[design de personagem]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[gráficos]]></category>
		<category><![CDATA[guardas]]></category>
		<category><![CDATA[guards]]></category>
		<category><![CDATA[silhouette]]></category>
		<category><![CDATA[silhueta]]></category>
		<category><![CDATA[sketch]]></category>
		<category><![CDATA[streltsy]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=423</guid>
		<description><![CDATA[Hello and happy new year! Ok, ok, I know we already are in the third week of the year, it so happens that, as usual, we were very busy since the 10th when we returned from our brief break. After more than half our studio went to Argentina, have our headquarters at Azuri Building reordered [...]]]></description>
			<content:encoded><![CDATA[
<p><span lang="en-us">Hello and happy new year!</span></p>

<p><span lang="en-us">Ok, ok, I know we already are in the third week of the year, it so happens that, as usual, we were very busy since the 10th when we returned from our brief break. After more than half our studio went to Argentina, have our headquarters at Azuri Building reordered and having reviewed the next Tsar Project milestones, it was about time to write again here!</span></p>
<p><img class="aligncenter size-full wp-image-424" title="Planning the invasion." src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/argentina.jpg" alt="Planning the invasion." width="540" height="720" /></p>

<p><span lang="en-us">I decided to start 2010 continuing my presentation of the Tsar Project&#8217;s character design. The last phase I&#8217;ve showed in my last post was the creation of a generic character that defined the game&#8217;s general visual aesthetics.</span></p>
<p><img class="aligncenter size-full wp-image-425" title="Father" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/father.jpg" alt="Once again, the Father of All Tsar Art." width="540" height="243" /></p>

<p><span lang="en-us">After this I started designing other characters using this chosen style. After drawing more guards, some adaptations were made and I started to focus on a very important aspect of Tsar Project&#8217;s character design: designing different groups of characters by their silhouettes.</span></p>
<p><img class="aligncenter size-full wp-image-426" title="The first Tsar Guards" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/guards.png" alt="Early design for the Tsar Guards" width="550" height="200" /></p>

<p><span lang="en-us">The silhouette is one of the most recognizable aspect of a character and the shape can say a lot about function, abilities and even the personality of a character. I started with the guards that were categorized into different functions by the Game Design and after that this was extended to all characters of the game.</span></p>
<p><img class="aligncenter size-full wp-image-427" title="Secondary Characters" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/secondary.png" alt="More early designs." width="550" height="200" /></p>

<p><span lang="en-us">Beyond the useful function of identification these different silhouettes became an important visual feature to convey the vision that our protagonist has of the people, animals and creatures that inhabit the Moscow Kremlin.</span></p>

<p><span lang="en-us">This concept was further improved, as all things seen or heard in the game will be filtered by the subjective perception of the protagonist. When the time comes, we will speak more about it. </span></p>
<p><span lang="en-us">In a future post I will further explain the character design development. See you soon! </span></p>
<p><img class="aligncenter size-full wp-image-428" title="Guard, guards!" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/01/guardsguards.jpg" alt="More guards in my next post!" width="540" height="720" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2010/01/22/tsargrafic001/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title> Tsar Character Design</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/12/18/lang_pt-brtsar-design-de-personagenslang_pt-br-lang_en-ustsar-character-designlang_en-us</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/12/18/lang_pt-brtsar-design-de-personagenslang_pt-br-lang_en-ustsar-character-designlang_en-us#comments</comments>
		<pubDate>Fri, 18 Dec 2009 20:15:50 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[soldier]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=347</guid>
		<description><![CDATA[Hello again! Bruno already told you in the last update, I&#8217;ve just finished the character concepts arts. I&#8217;ve done around 100 concepts since the start of the project, and I think that, having finished the entire set, it&#8217;s a good time to start telling you the making of those characterss, back from the first week [...]]]></description>
			<content:encoded><![CDATA[
<p><span lang="en-us">Hello again!<br />
Bruno already told you in the last update, I&#8217;ve just finished the character concepts arts. I&#8217;ve done around 100 concepts since the start of the project, and I think that, having finished the entire set, it&#8217;s a good time to start telling you the making of those characterss, back from the first week of April 2009.</span></p>
<p style="text-align: left;"><img class="size-full wp-image-391 aligncenter" title="Crowd Concept" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/crowdinho.jpg" alt="Crowd Concept" width="495" height="446" /></p>

<p><span lang="en-us">At that stage of the project we&#8217;re working in the Tsar Project for a month, basically developing the idea, researching and searching for plots that would express our goals. And then came the question: how to translate all this visually?</span></p>
<p><span lang="en-us">To answer this I&#8217;ve first worked in the characters graphic style. Interestingly, after those 8 months, and all the researches I&#8217;ve done along with Ingrid for our graduation project, we&#8217;ve developed a methodology of creating visual worlds focused exactly in the characters style.</span></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-392" title="Semenov" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Semenov.jpg" alt="Semenov" width="495" height="749" /><br />
<em><span lang="en-us">Some of our first references were illustrations by Vladmir Semenov </span></em></p>

<p><span lang="en-us">This creative process started with the selection of a character that could be both generic enough so it won&#8217;t need many individual features and could carry as many cultural and contextual elements as possible. A soldier was a natural choice at the time: we&#8217;ll have plenty of them in the Kremlin and they seemed the more neutral characters in the cast. Upon that, Muscovy armors and arms from the period were some of our major visual references in the beginning of the project.</span></p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/JosinoOld.jpg"><img class="aligncenter size-full wp-image-395" title="Early Concepts" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/JosinoOld550.jpg" alt="Early Concepts" width="495" height="720" /></a></p>

<p><span lang="en-us">Set the character, a Muscovy soldier wearing a heavy armor  and wielding a spear-axe, I&#8217;ve done a set of sketches during the first two weeks of April. What I had in mind was to see all the possibilities, from realism to pure geometric abstraction, from childish cartoons to the complex frenchphonic comics. The result was the next image, that we now call the Father of all Tsar Art. He&#8217;s a hand drawn lad 2 and a half inches high, made of indian ink and markers.</span></p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Soldat.jpg"><img class="aligncenter size-full wp-image-396" title="The Father of all Tsar Art" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Soldat550.jpg" alt="The Father of all Tsar Art" width="495" height="345" /></a></p>


<p><span lang="en-us">The next step was choosing a direction to go and explore it deeper, testing other characters in the same style. I&#8217;ve done that with another soldier, lighter and faster, and with a nobleman. A very synthesized style turn to coherent and flexible, allowing good consistency for the characters without needing too much visual complexity, just what we&#8217;re looking for.</span></p>
<p><span lang="en-us">And how the character creation continued I&#8217;ll tell you on my next post! See you soon!</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/12/18/lang_pt-brtsar-design-de-personagenslang_pt-br-lang_en-ustsar-character-designlang_en-us/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>About maps, tools and paint. 2/2</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/11/28/mapstoolspaint2</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/11/28/mapstoolspaint2#comments</comments>
		<pubDate>Sat, 28 Nov 2009 05:46:55 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[corel]]></category>
		<category><![CDATA[czar]]></category>
		<category><![CDATA[digital painting]]></category>
		<category><![CDATA[easy paint tool]]></category>
		<category><![CDATA[guard]]></category>
		<category><![CDATA[guarda]]></category>
		<category><![CDATA[ilustração]]></category>
		<category><![CDATA[inverno]]></category>
		<category><![CDATA[josifka]]></category>
		<category><![CDATA[josino]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[maperns]]></category>
		<category><![CDATA[moscou]]></category>
		<category><![CDATA[moscow]]></category>
		<category><![CDATA[neve]]></category>
		<category><![CDATA[царь]]></category>
		<category><![CDATA[paint tool sai]]></category>
		<category><![CDATA[painter]]></category>
		<category><![CDATA[palace]]></category>
		<category><![CDATA[palácio]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[pintura digital]]></category>
		<category><![CDATA[pirin]]></category>
		<category><![CDATA[SAI]]></category>
		<category><![CDATA[snow]]></category>
		<category><![CDATA[streltsy]]></category>
		<category><![CDATA[systemax]]></category>
		<category><![CDATA[tsar]]></category>
		<category><![CDATA[tzar]]></category>
		<category><![CDATA[winter]]></category>
		<category><![CDATA[кремль]]></category>
		<category><![CDATA[москба]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=323</guid>
		<description><![CDATA[Hello again! As I was saying, Easy Paint Tool SAI is remarkably different of other painting software, but now let me explain it better. Among those fundamental differences is the Water brush. Unfortunately I jut can&#8217;t tell exactly what makes this brush so special, even 2 months after my first contact with it and the [...]]]></description>
			<content:encoded><![CDATA[
<p>Hello again!</p>
<p>As I was saying, Easy Paint Tool SAI is remarkably different of other painting software, but now let me explain it better. Among those fundamental differences is the Water brush. Unfortunately I jut can&#8217;t tell exactly what makes this brush so special, even 2 months after my first contact with it and the intensive work I&#8217;ve done in it in the last weeks. The fact is that it is simply <em>different </em>of any brush I&#8217;ve used in Photoshop and Painter. To give you an idea it&#8217;s similar to the Artist&#8217;s Oil brush in Corel Painter, the one, by the way, that I used most until now. But Water has an unique dynamic of use, it&#8217;s trace just flows, it can vary opacity, color and width by pen&#8217;s pressure, and it blends and changes the colors already in the canvas in a awesome way. To show you a little about this dynamics I&#8217;ll present now a simple walk through of one of the Concepts I&#8217;ve been working on, an Outside Yard of the Moscow Kremlin Palaces.</p>
<p>In the first step I&#8217;ve traced the plan of the two stories of buildings that would be done, I&#8217;ve used just the Water brush with Noise at this point.</p>
<p style="text-align: center; "><img class="aligncenter size-full wp-image-327" title="step01" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south01.png" alt="step01" width="466" height="563" /></p>

<p>After that I&#8217;ve started the illustration proper. It was done using some layers, as it would be useful have the concept being modular and flexible, being able to represent both outside and inside areas. One of the main goes of this concept was to map tilesets, the pieces of patters and textures that can be applied on surfaces, making easier to cover big areas. In this case it happened specially in the ground, the roofs and in stonewalls, where the tiles where used in a much more loose way then normally it&#8217;s done, not having geometric precise limits and normally leaving gaps that I would fill manually. I&#8217;m considering using this same loose system in the final graphics of the game.</p>
<p style="text-align: center; "><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south02.png" target="_blank"><img class="aligncenter size-full wp-image-328" title="tiles&amp;patterns" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/south02.png" alt="tiles&amp;patterns" width="466" height="563" /></a></p>

<p>Now to SAI&#8217;s high point, in my opinion: lighting. It has some features of layer blending that are really amazing. The one that caught my attention in the first glance was Lumi&amp;Shade, great to create both projected light and enlightened objects. As the name suggests, it blends luminance and hue, helping in creating nice lighting effects. Another essential is PassTrought, that is applied to layer groups and allows each layer&#8217;s blending mode to interact with the layers outside the group. It&#8217;s quite important to allow the layers being properly organized.</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.27.45-AM.png" target="_blank"><img class="alignnone size-full wp-image-333" title="Lumi&amp;Shade" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.27.45-AM1.png" alt="Lumi&amp;Shade" width="219" height="563" /></a><img class="alignnone size-full wp-image-336" title="SAI interface" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/Screen-shot-2009-11-28-at-2.26.29-AM.png" alt="SAI interface" width="248" height="563" /></p>

<p>So, at the end of 3 weeks of work (during which I&#8217;ve been creating 3 other background concepts, helping Bruno and Ingrid create the character&#8217;s color test vector files and already doing some of those color tests myself), the result of the Outside Yard is this:</p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/SouthAnnex401.jpg" target="_blank"><img class="size-full wp-image-335 aligncenter" title="OutsideYard" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/11/SouthAnnex402.png" alt="OutsideYard" width="518" height="417" /></a></p>

<p>Now I&#8217;ve gotta go, my trial period with SAI is running out and I must go buy it to continue my work. Incidentally, one more good thing about it: a single license costs just 50 dollars.</p>
<p>See you soon!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/11/28/mapstoolspaint2/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>About maps, tools and paint. 1/2</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/29/mapstoolspaint1</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/29/mapstoolspaint1#comments</comments>
		<pubDate>Thu, 29 Oct 2009 19:27:55 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[archi.ru]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[arquitetura]]></category>
		<category><![CDATA[concept art]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[corel]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mapa]]></category>
		<category><![CDATA[moscou]]></category>
		<category><![CDATA[moscow]]></category>
		<category><![CDATA[netherlands]]></category>
		<category><![CDATA[painter]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[visual arts]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=288</guid>
		<description><![CDATA[Oh hello there! In this last fortnight the Design Guys have written a little about the level design of the Tsar Project. As Beto said, today I&#8217;ll show something of the translation of the architecture researches we&#8217;ve done and the level design created in the background concept arts. And even more, I&#8217;ll talk about a [...]]]></description>
			<content:encoded><![CDATA[<p>Oh hello there!</p>
<p>In this last fortnight the Design Guys have written a little about the level design of the Tsar Project. As Beto said, today I&#8217;ll show something of the translation of the architecture researches we&#8217;ve done and the level design created in the background concept arts. And even more, I&#8217;ll talk about a really great software we&#8217;re using, the japanese <a title="Systemax SAI" href="http://www.systemax.jp/en/sai/" target="_blank">Easy Paint Tool SAI</a>.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-289" title="Kreml" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/kreml.jpg" alt="Kreml" width="504" height="207" /></p>
<p>So, it all started with 17th century maps like this one above (a crop of a dutch map published in 1662 that covers the area between Beklemishevskaya and Nikolskaya Towers of the Moscow Kremlin). Those maps show us the Kremlin just after the start of the Romanov Era, when it past for several changes. The exact period in which we focused our researches for the Tsar Project is considerably blurred by time, we&#8217;ve had a hard time in finding what we needed to start the reconstruction of the palaces proper. It was then, and continues to be, a great luck and reason of happiness to us, to count with the collaboration of Julia Tarabarina, a historian of russian architecture and editor of the <a title="Archi.ru" href="http://agency.archi.ru/eng/index_html" target="_blank">Russian Architectural News Agency</a>.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-292" title="Maps&amp;Plans" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/study.jpg" alt="Maps&amp;Plans" width="504" height="356" /></p>
<p>With the proper orientation we&#8217;re able to continue the development of the level design, according to the architecture of the 16th century buildings, and start creating those schematic maps Beto told you about. The next step was then to translate plans, references and level design into concept arts. The point here was to create imagery that would both communicate the mood of the game and be a preview of the different types of tiles, textures and lightning effects that we would use later on the project.</p>
<p>And then SAI came up. A good friend of Aduge, a fish from the design college called Okazaki, presented me this tiny software (it&#8217;s installer being smaller than 3Mb) that is tremendously useful. As the name emphatically tells, Easy Paint Tool SAI is a user-friendly digital painting software. What the name <em>doesn&#8217;t</em> say is that, despite the minute size of the software and of it&#8217;s Tokyo based development team, Systemax&#8217;s SAI is, imo, far more precise and powerful than Adobe&#8217;s Photoshop and stratospherically more intuitive and fluid to use and configure than Corel&#8217;s Painter.<br />
</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-295" title="Easy Paint Tool SAI" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/alxndryrd.jpg" alt="Easy Paint Tool SAI" width="504" height="303" /></p>
<p><strong>To be continued&#8230;</strong><br />
</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/10/29/mapstoolspaint1/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>SBGames 2009 in one big nutshell. </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/16/sbgames2009nutshell</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/16/sbgames2009nutshell#comments</comments>
		<pubDate>Sat, 17 Oct 2009 00:18:28 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Actvision]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Art-Game]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[brasil]]></category>
		<category><![CDATA[brazil]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[game industry]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[indústria de games]]></category>
		<category><![CDATA[indústria de jogos]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[Jason Della Rocca]]></category>
		<category><![CDATA[jogo arte]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[Minc]]></category>
		<category><![CDATA[Ministério da Cultura]]></category>
		<category><![CDATA[next halo]]></category>
		<category><![CDATA[rio]]></category>
		<category><![CDATA[rio de janeiro]]></category>
		<category><![CDATA[sbgames]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=189</guid>
		<description><![CDATA[Hello again! As promised, today I’ll present a more complete review of what we’ve seen in Rio during the SBGames. Yesterday we had our weekly meeting and basically discussed about the Symposium. Undoubtedly the most important aspect of our participation in the event was the networking we did there: game industry consultants, the Brazilian Ministry [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-234" title="SBGaems" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/sbgaems.jpg" alt="SBGaems" width="440" height="586" /></p>
<p>Hello again!</p>
<p>As promised, today I’ll present a more complete review of what we’ve seen in Rio during the SBGames. Yesterday we had our weekly meeting and basically discussed about the Symposium. Undoubtedly the most important aspect of our participation in the event was the networking we did there: game industry consultants, the Brazilian Ministry of Culture (MinC), publishers incubating programs, fellow developers, students and researchers. Secondly we agreed that the panels, as Bruno said three days ago, were the highlights of the event. Two of them, on Game Development Education and Governmental Policies, promoted some good discussion, but sadly also highlighted some misconceptions that are still deeply stuck in the minds of many in the Brazilian Game Industry and Educational System. Some of these include: the belief that is by trying to do the “Next Halo” – as put by Jason Della Rocca – that new developers will prevail, that there is no opportunity in remaining independent and in small business, that games should be viewed as simple entertainment industry goodies, that the artistic aspect of a game is limited to it’s visual aesthetics, that sound design is something alien to game development, that Game Design has more affinities to Product Design than with Chess, and so on. But don’t worry, as a coin has two faces there’s always the bright side. We discovered that the MinC has a very interesting opinion of Games and their artistic value, found some small developers and starter teams with some nice ideas and made some good acquaintances. Jason’s keynote was a very interesting and provoking exposition. Talking about the trends and the innovative cycles that permeates our industry, Jason urged the Brazilian developers to ignore the mainstream box (big budget, big teams, blockbuster AAA titles) and look for other ventures (indie, casual, advergames, etc.) to flourish. We hope that those wise words will be heard by the Brazilian developers.</p>
<p><img style="display: block; margin-left: auto; margin-right: auto; border: 0px initial initial;" title="Next Halo Killer" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/nexthalokilleh5502.jpg" alt="Next Halo Killer" width="383" height="494" /><br />
Other remarkable pieces of the Symposium were the Indie Game Festival and the VideoGame Art Exhibition. Despite the short time we had to appreciate all the material in them, both seem to be great initiatives and had some good material to present. The sad part is the huge disparity of the contents. The Art Exhibition presented some concept arts and visual assets with artsy aesthetics (although in general the final assets tend to completely destroy the most beautiful and experimental concepts trying to look “realistic”), a nice character design competition (with both good ideas and childish-awesome-super-ultra-characters) and specially good exemplars of games with artistic meaning, such as the indies Passage, Gravitation and I Wish I Were The Moon. On the other hand, the games in the Indie Festival, as we were able to percieve them, lacked in general the deeper meaning and potential to transform a player through reflection and/or more experimental mechanics that are among the key features of many indie games done around the world. Many of the games in the Indie Festival had more garage-made-like, low budget features, and a clear desire to be a mainstream game, instead of focusing on innovative and experimental ideas, creative freedom or meaningful experiences. Once again we spot the evilness of the “Next Halo” Syndrome, even small teams tend to believe that the best way to go is, with a team of less than 20 people and a small budget, try to do something that will compete with EA, Ubisoft and Activision-Blizzard. So, remember Jason’s words and let’s start thinking out of the box or, even better, show us that there’s already more than meets the eye in the Brazilian industry. As I said in the first lines of the post, the greatest treasure of the Symposyum was networking, and people we met in this and the past SBGames give us hope that the second option is true. Some of them are our friend Guilherme Xavier and his team from Donsoft, the developers of the great winner of the Festival, the promising Capoeira Legends.</p>
<p>So, creative minds, bold designers, indie developers from Brazil, we call you all, we ask you to show yourselves!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/10/16/sbgames2009nutshell/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Tsar Update #002: Iosifka and a Milestone</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/tsar-update-002-iosifka-and-a-milestone</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/tsar-update-002-iosifka-and-a-milestone#comments</comments>
		<pubDate>Tue, 06 Oct 2009 20:07:27 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[backgrounds]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[game dynamics]]></category>
		<category><![CDATA[milestone]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=163</guid>
		<description><![CDATA[The last fortnight was a productive one. The game prototype is now running in 0.1 version, we&#8217;ve got the pathfinding algorithms improved and our test dummy character; a Kremlin Guard warmheartedly called Josino, Iosifka in Russian; is getting it&#8217;s first scratches of a.i., starting with the ability of hearing, which, by the way, will be [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/civisbloggrande.jpg"><img class="aligncenter size-full wp-image-185" title="civisblog" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/civisblog1.jpg" alt="civisblog" width="550" height="485" /></a></p>
<p><span lang="en-us">The last fortnight was a productive one. The game prototype is now running in 0.1 version, we&#8217;ve got the pathfinding algorithms improved and our test dummy character; a Kremlin Guard warmheartedly called Josino, Iosifka in Russian; is getting it&#8217;s first scratches of a.i., starting with the ability of hearing, which, by the way, will be of great importance for both NPCs and the Player in Tsar Project.</span></p>
<p><span lang="en-us">Another important Milestone achieved in this last week is that all the initial ConceptArts for the Characters are done, that means that we&#8217;ve completely defined the aesthetics of the game and the appearance of all the classes of characters and the individual special ones. At this stage the Visual Art Department changes it&#8217;s focus to the Backgrounds, and Character Design will be on hold &#8217;til we got the initial development of the Concepts for the rooms of the Kremlin, which is scheduled to end at the end of the Month. Talking about schedules, the Project Schedule has just been revised and optimized in a new project management tool this week.</span></p>
<p><span lang="en-us">In the other Departments, Beto and Bruno finished the most important aspects about the Game Dynamics (combat and ambient interactions, to be specific), the Enemies descriptions, and have planned the next steps of the Level Design documentation. Aural Art Department just finished the plot of the Conceptual Soundscape. And, last but not least, our dear Screenwriter is heavily working in the creation and development of the many scenes and dialogues of Tsar Project including the multiple endings of the game. Of course, her work is highly confidential as it is a torrent of spoilers.</span></p>



]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/tsar-update-002-iosifka-and-a-milestone/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SBGames Rio 2009</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/sbgames-rio-2009</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/sbgames-rio-2009#comments</comments>
		<pubDate>Tue, 06 Oct 2009 19:29:20 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[belo horizonte]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[jogos]]></category>
		<category><![CDATA[olimpiada]]></category>
		<category><![CDATA[olympic games]]></category>
		<category><![CDATA[olympics]]></category>
		<category><![CDATA[rio]]></category>
		<category><![CDATA[rio de janeiro]]></category>
		<category><![CDATA[sbgames]]></category>
		<category><![CDATA[simposio]]></category>
		<category><![CDATA[symposium]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=158</guid>
		<description><![CDATA[So you heard that in 2016 we&#8217;ll have the Summer Olympics in Rio de Janeiro. Pretty cool, uh? But 2016 remains a year far far away by now. For what that matters, the next big thing in Rio is SBGames 2009, between October&#8217;s 8th and 10th. The Brazilian Symposium on Games and Digital Entertainment is [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-159" title="notindie" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/10/notindie.jpg" alt="notindie" width="550" height="414" /></p>
<p><span lang="en-us">So you heard that in 2016 we&#8217;ll have the Summer Olympics in Rio de Janeiro. Pretty cool, uh? But 2016 remains a year far far away by now. For what that matters, the next big thing in Rio is SBGames 2009, between October&#8217;s 8th and 10th. The Brazilian Symposium on Games and Digital Entertainment is in it&#8217;s 8th edition and this time will focus in the so called Convergence issue.</span></p>
<p><span lang="en-us">I&#8217;ve been in the last edition, Belo Horizonte 2008, and the event turned out to be much more interesting than I&#8217;ve anticipated. A good surprise indeed. So this time all the Adugans are going, and the expectations are considerably high. Aduge will be flying to Rio this week and we hope to send you some news from the new Olympic city soon.</span></p>


<p><span lang="en-us"><br />
</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/10/06/sbgames-rio-2009/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tsar Update #001:After Coffee </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/09/17/update001</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/09/17/update001#comments</comments>
		<pubDate>Thu, 17 Sep 2009 21:26:54 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[breve]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[design de audio]]></category>
		<category><![CDATA[design de personagem]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[kremlin]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[programacao]]></category>
		<category><![CDATA[roteiro]]></category>
		<category><![CDATA[short]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[tsar projeto]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=115</guid>
		<description><![CDATA[So yesterday we&#8217;ve told you about the Tsar Coffee. Now for the hard work: it keeps going on. Marcel just returned from the 4th Information Design International Conference in Rio, in the Tsar Project I&#8217;m in the last steps of the Character Design creative process, Game Design and Plot are tidying up the core events [...]]]></description>
			<content:encoded><![CDATA[<p>So yesterday we&#8217;ve told you about the Tsar Coffee. Now for the hard work: it keeps going on. Marcel just returned from the 4th Information Design International Conference in Rio, in the Tsar Project I&#8217;m in the last steps of the Character Design creative process, Game Design and Plot are tidying up the core events of the game, Vermon is working dutifully to implement a fine a.i. pathfinder algorithm, and Sound Design just finished it&#8217;s creative guidelines.</p>
<p>As the new fortnight beings we&#8217;re overlooking the administrative aspects of the studio and will go back to the Kremlin works tomorrow. And so those are the news from the last few days.</p>
<p>See you <em>shortly</em>!</p>

]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/09/17/update001/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rational Immunization </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/09/01/rational-immunization</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/09/01/rational-immunization#comments</comments>
		<pubDate>Tue, 01 Sep 2009 20:14:42 +0000</pubDate>
		<dc:creator>Pirin MP Maperns</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=49</guid>
		<description><![CDATA[Last time I&#8217;ve written to you the Studio was dealing with the troubles of working in a city under the fear of Influenza. Our classes in the Universities were suspended, we were avoiding getting out of our homes, and of course, the real tension of the flu threat disturbed us. But, hey! The sun is [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="the sun is brighting in the outsides" src="http://pirin.svotz.org/blog/murais.jpg" alt="" width="500" height="360" /></p>
<p><br />
Last time I&#8217;ve written to you the Studio was dealing with the troubles of working in a city under the fear of Influenza. Our classes in the Universities were suspended, we were avoiding getting out of our homes, and of course, the real tension of the flu threat disturbed us.</p>
<p><strong>But, hey!</strong> The sun is shining again!</p>
<p>The Unis reopened, and we&#8217;re all healthy, probably immunized and excited to work. Actually during this period of compulsory recession we&#8217;ve never stopped working anyway, some new dynamics and methods were introduced to our workdays. One of these is the fact that now we do work in cycles of fortnights, starting in the first Tuesday of the month we work two days in our administrative affairs; that, after a little strategy revision during last July, we separate in four main divisions, being them Personnel, Process, Marketing and Finances; so, two days in our administrative affairs, the next two days we work in our current project; that we&#8217;ll announce very soon and that you&#8217;ll be able to keep track of trough a production diary; and then it&#8217;s Saturday! Party ti- <strong>NOT</strong>. For the last 2 years we&#8217;ve been doing our main meetings in the Saturdays&#8217; evenings. It is in these meetings that we make decisions, discuss the directions that we want our projects to go, plan our weeks and fortnights. Sunday and Monday are the free days for the Adugans; Mondays are free in the sense that we do not work in the ongoing project nor in the administrative divisions, Beto, Bruno, Ingrid and I work in our combined college degree project that we call twinbirds, Vermon has classes in college, and Marcel studies piano and music theory; after this free days we have four days of work in the project, one more Saturday meeting, this time with reports of the fortnight work, and then those free days and the cycles restarts.</p>
<p style="text-align: left;">The weather is great in Curitiba, so they say. Bright sun and warm dry breeze, this clean <em>celeste </em>skies makes everybody happy. In my humble opinion a plain grey cloudy sky is much better, like an empty sheet of paper, but of course, this warmth is great to utterly send <em>that</em> fear away.</p>
<p><br />
</p>
]]></content:encoded>
			<wfw:commentRss>http://www.adugestudio.com/blog/lang/en-us/2009/09/01/rational-immunization/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
