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	<title>GhostBoard</title>
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	<link>http://www.adugestudio.com/blog</link>
	<description>Aduge Studio&#039;s official weblog.</description>
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			<item>
		<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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		<slash:comments>2</slash:comments>
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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 any [...]]]></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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		<slash:comments>2</slash:comments>
		</item>
		<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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		<slash:comments>1</slash:comments>
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		<item>
		<title>Semblante</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/02/02/semblante</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/02/02/semblante#comments</comments>
		<pubDate>Tue, 02 Feb 2010 18:26:01 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Fun ]]></category>
		<category><![CDATA[Guts ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogos indie]]></category>
		<category><![CDATA[Semblante]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=455</guid>
		<description><![CDATA[We are finally back from the Global Game Jam and we&#8217;d like to produdly present the result of our 48 hour effort: Semblante.


Before I start, a brief clarification. &#8220;Semblante&#8221; is a portuguese word that means &#8220;visage&#8221;. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">We are finally back from the Global Game Jam and we&#8217;d like to produdly present the result of our 48 hour effort: <a href="http://www.globalgamejam.org/2010/semblante">Semblante</a>.</span></p>

<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/02/title_screen.png"><img class="aligncenter size-full wp-image-463" title="title_screen" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/02/title_screen.png" alt="" width="480" height="240" /></a></p>
<p><span lang="en-us">Before I start, a brief clarification. &#8220;Semblante&#8221; is a portuguese word that means &#8220;visage&#8221;. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when spoken in native portuguese at least) the other reasons are pretty much subjective and we leave to each one his own to think about it or not.</span></p>
<p><span lang="en-us">The game is still a little incomplete as of now, even if it has a beginning and an end, as we need to work out some of the mechanics, asset implementations and general level design. Semblante is also quite simple, you control Jung inside its own mind as it searches for its own identity (represented as a mask) while avoiding the shadows that lurks within. The metaphor is obvious and I will not linger on it anymore.</span></p>

<p><span lang="en-us">The mechanics are pretty simple. Jung has 4 mechanics. It can move, jump, shine and scream. To shine, the character needs to stay in light spots to charge its body. Jung glows for a limited amount of time and while it is glowing, shadows are repelled by it. Jung can also use its remaining glow to scream and attract shadows to itself. We have a lot of bugs to work out still but the core mechanics are all there.</span></p>

<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/02/IMG_3726.jpg"><img class="aligncenter size-large wp-image-459" title="IMG_3726" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2010/02/IMG_3726-1024x768.jpg" alt="" width="500" height="375" /></a><span lang="en-us">The guys at PUCPR jam site (we are at the right, with &#8220;uniforms&#8221;)</span><br />
</p>
<p><span lang="en-us">Aside from the game itself and talking about the Jam itself. It was a pleasing (and exhausting) experience to participate on a Global Game Jam. The extra hands were crucial for the game to come into fruition. In the name of the team I&#8217;d like to thank, Flor, Santo, Paulo and Rossato for their effort and dedication during the Jam. We also want to thank Bruno Campagnolo for organizing the Jam Site and the free sodas and sfihas. We&#8217;d like to do it again next year!</span></p>

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		<item>
		<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 difficult [...]]]></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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		<item>
		<title>Global Game Jam: Warm Up </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2010/01/27/globalgameja</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2010/01/27/globalgameja#comments</comments>
		<pubDate>Wed, 27 Jan 2010 19:54:10 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Competence ]]></category>
		<category><![CDATA[Guts ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=438</guid>
		<description><![CDATA[So, Global Game Jam is this weekend and Aduge will this time join the party! We are very excited about it, specially because Curitiba is as of right now the biggest Jam Site on the southern hemisphere and we&#8217;d like to meet and exchange experiences with all the people that will be there.
Also this weekend [...]]]></description>
			<content:encoded><![CDATA[<p>So, Global Game Jam is this weekend and Aduge will this time join the party! We are very excited about it, specially because Curitiba is as of right now the biggest Jam Site on the southern hemisphere and we&#8217;d like to meet and exchange experiences with all the people that will be there.</p>
<p>Also this weekend Aduge will be a bigger and baddier team as we will be adding muscle to our team. Adding to our usual lineup of <a href="http://adugestudio.com/blog/about">six</a> developers we will have the collaboration of other 5 people:</p>


<p><strong>Daniel Rossato</strong></p>
<p>A friend of Vermonde and fellow programmer. A graduated Electric Engineer, Rossato has also some hidden skills that are revealed when he sits in front of a piano. Rossato already helped us on Tsar Project with some nifty pathfinder algorithms and now will return working with Aduge at the Global Game Jam.</p>

<p><strong>Gabriel &#8220;Florzinha&#8221; Jacobi</strong></p>
<p>Our fellow ex-junior entrepreneur and colleague at the Graphic Design course at Federal University of Parana. Flor, as we call him, is a comic book and cinema aficionado, that enjoy his games from time to time. He will lend his skills in scriptwriting and graphic design. He will also be an asset with his more-critical-than-the-norm approach to things.</p>

<p><strong>Paulo &#8220;Lies&#8221; Faria<br />
</strong><a href="http://www.myspace.com/andalucia">http://www.myspace.com/andalucia</a></p>
<p>An ex-Adugan, Paulo Lies left Aduge to fully dedicate himself to his band, Andalucia. A skilled musician and composer, Lies will be a great asset to creating great music to accompany our game. He is also a competent programmer and knows a thing or two about game design.</p>
<p>EDIT: Paulo had another things to do on the weekend and didn&#8217;t attended the event.</p>

<p><strong>Paulo &#8220;Pixel&#8221; Reinehr</strong><a href="http://www.pixeljoint.com/p/3182.htm"></p>
<p>http://www.pixeljoint.com/p/3182.htm</a></p>
<p>We call him Pixel because he is very good at pixel art, but it doesn&#8217;t stop here. Paulo is a jack-of-all trades, knowing his way into various other aspects of game development. He will help us at the GGJ with his expertise in the art department mostly. Paulo is another fellow student at UFPR and already worked with Aduge before on a old project, being a great help with his pixel art.</p>

<p><strong>Pedro &#8220;Santo&#8221; Medeiros</strong><br />
<a href="http://thelectricafe.blogspot.com">http://thelectricafe.blogspot.com</a></p>
<p>A ex-colleague of Pirin at <a href="http://www.melies.com.br/">Melies</a>&#8217;s traditional character sculpture course in Sao Paulo. Santo is a prodigal illustrator and a graduate in Digital Design at Anhembi Morumbi. He is leaving Brazil soon to attend at <a href="http://www.thegnomonworkshop.com/">Gnomon</a> school to further improve his already impressive skills as an artist.</p>

<p>With these additions we will be going full speed ahead to the Jam. Expect updates during the weekend and the results next week! See ya guys!</p>

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		<item>
		<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 and [...]]]></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 and [...]]]></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 of [...]]]></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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