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	<title>GhostBoard &#187; Tsar Project </title>
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	<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>
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		<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>
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		<title>Tsar Update #007: Tomorrow never dies. </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/05/03/tsar_update_007</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/05/03/tsar_update_007#comments</comments>
		<pubDate>Mon, 03 May 2010 22:12:35 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Tsar Project ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=556</guid>
		<description><![CDATA[Whew. It&#8217;s been months since the last update. Last time I made our regular round of updates, we were returning from our holiday breaks and in the middle of our pre-production pretty much. Well, here we are, at May&#8217;s doorsteps, and now we are finally entering the full production stage. So, where are we? We [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/05/tsar-update-007.png"><img class="aligncenter size-full wp-image-575" title="tsar update 007" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/05/tsar-update-007.png" alt="" width="670" height="398" /></a></p>
<p><span lang="en-us">Whew. It&#8217;s been <em>months</em> since the last update. Last time I made our regular round of updates, we were returning from our holiday breaks and in the middle of our pre-production pretty much.</span></p>
<p><span lang="en-us">Well, here we are, at May&#8217;s doorsteps, and now we are finally entering the full production stage. So, where are we? We are finishing a gameplay mock-up on Game Maker to test some last ideas and the general feel of the game and finishing up the final touches of preparation for production. The mock-up has pretty much all game mechanics in a simplified, leaner way. It&#8217;s working for us to test some gameplay dynamics and adjust certain aspects of level design and the level of difficulty. It will be more vital in the future when we will be working on the full functionalities of the final software, the mock-up will be a testing fallback for game design to address gameplay problems and to find solutions in a simpler environment.</span></p>
<p><span lang="en-us">While the mock-up code is being done by myself, the graphics were quickly drafted by Ingrid and Pirin and sound effects quickly assembled by Marcel and Beto. They are now working the kinks with how visual and aural assets will be produced, both technically and creatively. Vermonde is currently in Berlin studying Marketing and drinking quality beer. However, he is also in charge of testing our new engine and tackling some of the more difficult technical stuff that will be used in the game. Namely, dynamic 2D lighting and shadows (using normal mapping and simple geometrical math to do the trick), dynamic sounds (without the use of expensive middlewares, it is a little tricky) and solving algorithms to satisfy our robust AI requirements (the troublemaker of the lot).</span></p>
<p><span lang="en-us">Well. There will be more updates and posts following up soon! See ya.</span></p>




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		<title>The Protagonist: Shadow Crow </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/04/01/shadow-crow</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/04/01/shadow-crow#comments</comments>
		<pubDate>Thu, 01 Apr 2010 21:52:45 +0000</pubDate>
		<dc:creator>ingridskare</dc:creator>
				<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[awesome]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[china]]></category>
		<category><![CDATA[ninja]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=525</guid>
		<description><![CDATA[Presenting: the protagonist! We are proud to finally present to all our readers the protagonist of Tsar Project. These last months we were hard at work on his personality, backstory and design to create an unforgettable and unique character that represents the deep experience we wish to create with this game. And what character would [...]]]></description>
			<content:encoded><![CDATA[<p><br />
<span lang="en-us">Presenting: the protagonist!</span></p>
<p><br />
<span lang="en-us">We are proud to finally present to all our readers the protagonist of Tsar Project. </span></p>
<p><br />
<span lang="en-us">These last months we were hard at work on his personality, backstory and design to create an unforgettable and unique character that represents the deep experience we wish to create with this game. And what character would be better on a stealth game than a powerful ninja?</span></p>
<p><span lang="en-us"><br />
</span></p>
<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/04/ShadowCrow.jpg"><img class="size-full wp-image-536   aligncenter" title="ShadowCrow" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/04/Shadow600.jpg" alt="" width="670" height="438" /></a></p>
<p><br />
<span lang="en-us">Shadow Crow, the deadly shadow. From the secret valleys in the heart of China, his motives to be in Moscow are completely mysterious.  Is he under the command of a powerful noble? Is he on a personal vendetta, nurtured by sleepless nights? His figure is pale and stealthy, his movements are deadly. Shadow is armed with nigh-infinite shurikens, a kusari-gama cursed by 9001 demons from the 6 Shintoist hells and sharp iron claws forged by the steel wielded by his dead enemies.</span></p>
<p><br />
<span lang="en-us">As the game progresses we will discover together what obscure secrets motivates Shadow to plunge into the cold night of Moscow, and the scars left by his painful and irredeemable past. No one can stop him, his power is maximum. The Tsar Project is the greatest opportunity to become the greatest of ninjas!</span></p>
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		<item>
		<title> Tsar Planning</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/02/27/lang_pt-brtsar-planejamentolang_pt-br-lang_en-ustsar-planninglang_en-us</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/02/27/lang_pt-brtsar-planejamentolang_pt-br-lang_en-ustsar-planninglang_en-us#comments</comments>
		<pubDate>Sat, 27 Feb 2010 14:18:14 +0000</pubDate>
		<dc:creator>marcelpace</dc:creator>
				<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Tsar Project ]]></category>
		<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Strategic Planning]]></category>
		<category><![CDATA[tsar]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=487</guid>
		<description><![CDATA[After 11 months working on Tsar Project we are finally &#8220;ending&#8221; the pre-production stage. The pre-production was all about a discovery process, mostly the first opening of a double diamond process,  that in a way validates the early concept stages. What must mark the beginning of production is a stage where we do not have [...]]]></description>
			<content:encoded><![CDATA[
<p><span lang="en-us">After 11 months working on Tsar Project we are finally &#8220;ending&#8221; the pre-production stage. The pre-production was all about a discovery process, mostly the first opening of a <a href="http://www.designcouncil.org.uk/About-Design/managingdesign/The-Study-of-the-Design-Process/">double diamond process</a>,  that in a way validates the early concept stages.</span></p>
<p><span lang="en-us">What must mark the beginning of production is a stage where we do not have any kind of uncertainties or doubts and can work on a &#8220;final&#8221; version of the software, without getting around different ways of doing things and without any big scope or feature changes. </span></p>


<p><span lang="en-us">The Production Planning we discussed the answers to questions that our testing and experimenting didn&#8217;t solve 100% and even the ones that testing and experimenting themselves had raised. The end result of our planning was excellent. More details&#8230; on the next chapters!</span></p>
<p><span lang="en-us">By the way, the one posting is Marcel Pace, executive producer of Tsar Project. (I rarely post here&#8230; You know, sound, music, project managing and process managing&#8230; kinda busy here, hehe! <img src='http://www.adugestudio.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )</span></p>

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		<item>
		<title>Production Planning </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/02/23/lang_en-usproduction-planninglang_en-us-lang_pt-brplanejamento-de-producaolang_pt-br</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/02/23/lang_en-usproduction-planninglang_en-us-lang_pt-brplanejamento-de-producaolang_pt-br#comments</comments>
		<pubDate>Tue, 23 Feb 2010 21:08:33 +0000</pubDate>
		<dc:creator>ingridskare</dc:creator>
				<category><![CDATA[Tsar Project ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=484</guid>
		<description><![CDATA[We&#8217;re now entering Tsar&#8217;s Project Production Planning. More information soon.]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re now entering Tsar&#8217;s Project Production Planning. More information soon. <img src='http://www.adugestudio.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

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		<title>Tsar Update #006: The Return </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/01/26/tsarupdate006</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/01/26/tsarupdate006#comments</comments>
		<pubDate>Tue, 26 Jan 2010 12:22:52 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Tsar Project ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=415</guid>
		<description><![CDATA[Hello again! We are back from our break for awhile now and our first fortnight of the year has already ended. But before the usual round of updates on the Tsar Project I&#8217;d like to speak about a interesting article I read at Gamasutra last week. It&#8217;s about the Brazilian game industry environment and perspectives [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">Hello again! We are back from our break for awhile now and our first fortnight of the year has already ended. But before the usual round of updates on the Tsar Project I&#8217;d like to speak about a <a href="http://www.gamasutra.com/view/news/26645/Analysis_Inside_Brazils_Video_Game_Ecosystem.php">interesting article</a> I read at Gamasutra last week. It&#8217;s about the Brazilian game industry environment and perspectives written by James Portnow. I will just say that the article was very well informed and precise, covering much of the problems that plagues our infant industry, and it&#8217;s a well worth read for everyone interested.</span></p>

<p><span lang="en-us">Now back to our update. These two weeks were used to regain our rhythm and to review certain aspects of our project. The most important update this time is that we are re-designing the game pacing, episodic/plot structure and level design to better accommodate our initial design goals. This is being accomplished through a change of approach to our development process by first structuring episodic and thematic arches to the game and building everything from there. A classic &#8220;do the Mario&#8221; approach I might add, but when something works, it works.</span></p>

<p><span lang="en-us">We pretty much finished the main revamp and the new structure is much more solid and coherent than the older one. The map was seriously redesigned. Before we used only the palace and it&#8217;s immediate surroundings. Now the area covered is much bigger but with the same scope, exploring new regions of the Moscow Kremlin that were neglected by the old level design without actually enlarging the game or making it more complex than it was.</span></p>

<p><span lang="en-us">As for the other departments, Visual Arts made a new background concept art, a wine cellar, Programming is finishing the core AI for the NPCs and Sound Design advanced with the conceptual soundscape, creating the abstract layer of the soundsteps (don&#8217;t ask).</span></p>

<p><span lang="en-us">So, yeah, we are back and warming up for the <a href="http://www.globalgamejam.org/">Global Game Jam 2010</a>, which has a confirmed Jam Site in <a href="http://www.brunocampagnolo.com/gamejam2010/">Curitiba</a>. See you all soon.</span></p>

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		<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>
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		<title>Tsar Update #005: Holiday Break </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/12/19/tsar-update-005</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/12/19/tsar-update-005#comments</comments>
		<pubDate>Sat, 19 Dec 2009 21:00:30 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Tsar Project ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=380</guid>
		<description><![CDATA[Here I am again, as promised. This week we worked full time at the studio, morning and afternoon, so it was the same amount of work as a regular fortnight. The updates doesn&#8217;t seem much compared to our last two montlhy updates but bear with me: The prototype is advancing at a fast pace. Me [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">Here I am again, as promised. This week we worked full time at the studio, morning and afternoon, so it was the same amount of work as a regular fortnight. The updates doesn&#8217;t seem much compared to our last two montlhy updates but bear with me:</span></p>


<p><span lang="en-us">The prototype is advancing at a fast pace. Me and Vermonde finally worked out one of the most tricky aspects of the game logic which is the way the game will control the NPCs routines. We are now implementing our solution onto the actual code.</span></p>
<p><span lang="en-us">Sound design finished the blizzard concept sound effect (which will probably be the actual asset used in the game) and made a lot of new conceptual definitions. This time it was about the abstract layer of the voice overs and more specific details about soundsteps.</span></p>


<p><span lang="en-us">Visual arts this week worked on tests regarding how the game will handle the different light sources (or lack thereof) upon the sprites and background. Besides this, the Yard concept art was thoroughly improved with new different layers of snow and snowfalls.</span></p>
<p><span lang="en-us">Finally, our screenwriter continued her work with the characters, finishing the full characterization of our protagonist, our &#8220;antagonist&#8221; and some secondary characters. They are finally fully fleshed out and whole, which will be a big help on the development of the game&#8217;s script.</span></p>


<p><span lang="en-us">And that&#8217;s it, pretty much. This update actually is more of an announcement as this was the last week of 2009 for Aduge Studio. As we approach the end of 2009 and, consequently, the holidays, Aduge will finally get a much deserved break from work. We return January 11th and before that there will be no new Tsar Updates though I can promise there will be other posts around the corner. So, in the name of the entire studio, I wish you all readers happy holidays and a successful and great 2010.</span></p>
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		<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>
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		<title>Tsar Update #004 &#8211; Yet another Month </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2009/12/12/tsar-update-004</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2009/12/12/tsar-update-004#comments</comments>
		<pubDate>Sat, 12 Dec 2009 16:37:37 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Tsar Update]]></category>
		<category><![CDATA[Tsar Project ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=348</guid>
		<description><![CDATA[So it&#8217;s already December and we haven&#8217;t posted any news? Well, these last 4 weeks were the most busy weeks of the year for we Adugans, hands down. Last fortnight I was at São Paulo attending the first Interection South America, where I&#8217;ve published together with Beto a paper about Game Design. This paper is [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">So it&#8217;s already December and we haven&#8217;t posted any news? Well, these last 4 weeks were the most busy weeks of the year for we Adugans, hands down. Last fortnight I was at São Paulo attending the first <a href="http://www.interaction-southamerica.org/sobre/?lang=en" target="_blank">Interection South America</a>, where I&#8217;ve published together with Beto a paper about Game Design. This paper is the result of our early studies on Game Design for our graduation project of which Beto will write about in the near future. There were also finals at university and all around end-of-the-year-craziness for everyone. Excuses, excuses, but what about the project? Well, let&#8217;s do our usual round up:</span></p>
<p><span lang="en-us">Game Design finished the core of the GDD  and, even if we are a small team, the GDD is very important for this project. Now it is just polishing and revisions (and extensive testing of course!).</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/Protot.png"><img class="aligncenter size-full wp-image-356" title="Protothumb" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2009/12/Protot2.png" alt="Protothumb" width="500" height="390" /></a></p>
<p><span lang="en-us">Vermonde at the programming dept. is working hard on finally turning the prototype into a prototype (the screenshot above may seem a little silly in it&#8217;s crudeness, but the function is what it is important at this early stage). Now we have a controllable character, guards, multiple levels, so things are finally taking a true shape. Probably me and Beto will drop the Legos and go work with the real deal very soon.</span></p>


<p><span lang="en-us">Sound Design is steaming up work on making the last sound assets for the conceptual soundscape. They also made an comprehensive conceptual work dealing with the nature of the abstraction layer of some sounds (specially soundsteps related to the guards and other NPCs) which seems complicated (and actually is pretty intricate) and I hope Marcel will write about it in the near future.</span></p>
<p><span lang="en-us">Ingrid, after finishing the core script, took a step back and started to really develop and deepen our main character&#8217;s&#8230; well, character. The whole deal: backstory, internal psyche, external behavior, etc.  This was necessary to address some issues we are having with plot development. She finished this step and now is extending this work at a less detailed level to all the other characters found in the game.</span></p>


<p><span lang="en-us">Speaking of which, Visual Arts finally finished the characters concept arts. Endless color and texture testing resulted into a  complete package of  more than 70 characters, being 30 basic archetypes, plus 30 special individuals, plus a bunch of bonus characters, now resumed into a beautiful crowd concept. Some of which Pirin will present to you very soon.</span></p>
<p><span lang="en-us">That&#8217;s it for now. Expect a new Update next week, since it will be a productive one.</span></p>

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