Case Studies

Know full well about key achievements in project development
Star Wars: May the Force of 3D Character Design Be With You
Star Wars: May the Force of 3D Character Design Be With You
A long time ago in a galaxy far, far away, with the light hand of George Lucas, a media franchise was born which was destined to turn the previously boring genre of space fiction upside down and be firmly imprinted in the memory of many generations. It’s about Star Wars – not just a space opera, but a whole universe that has absorbed millions of enthusiastic viewers and players and is constantly serving as a source of incredible inspiration. About Star Wars – not just a fantastic saga, but a cultural phenomenon that can reach any audience with the relative simplicity of the story itself. About Star Wars – not just a collection of films and games, but the most powerful cult work that sets the bar for all the fantastic stories in the world. A moment for statistics. Star Wars is: The second highest-grossing franchise in history.The fifth highest-grossing media franchise.The first of the most influential fantastic universes, uniting people and changing their worlds. Not to mention the number of games for PC, consoles and mobile devices based on the universe, the number of which has long exceeded a hundred. One of which we were lucky enough to touch from the inside. And before we completely turn our storytelling into an ode to the franchise, it’s time to make a statement – Kevuru’s 3D team was honored to work on three characters for the new immersive VR-based game Star Wars: Tales from the Galaxy’s Edge. And we really want to talk about it. GOAL CHALLENGE TEAM COMPOSITION Creation of 3D characters in accordance with the provided concepts Create 3D models of warriors and droids with alternate armor colors. BizDev managerProject manager Lead 3D character artist 3D character artists Initial Data Star Wars: Tales from the Galaxy’s Edge is a project by Lucasfilm’s ILMxLAB effects studio popularizing interactive storytelling through virtual reality and mixed reality. The game is made in the genre of action-adventure in virtual reality, in which the player has to go into the wilds of the planet Batuu and plunge into a semi-open world with the main plot, side activities, resource gathering and impressive shooting mechanics. The player takes on the role of a droid mechanic who finds himself at the wrong time and in the wrong place and incites the wrath of the local Guavian Death Gang. Pursued by a group of mercenaries, the hero is forced to find a way to fight back the army of pirates, along the way helping iconic characters of the Star Wars universe in the fight against the resurgent Empire. The game is currently exclusive to the Oculus Quest handheld helmets. Workflow In addition to the Guavian security soldier, which was created as part of the test task, we needed to model two characters: the human Boggs Henchman and the Attsmun Industries Droid. Working on a human meant modeling organic textures, while a robot was a hard surface object with metal and mechanical parts. At the beginning of the work, the pipeline was approved, in accordance with which a specific task is coordinated at each stage. At the first stages of blocking and high poly, calls with the client took place every day: we made daily delivery of the results of our work and immediately implemented the necessary edits and updates. Working in this format, we could instantly understand what the client wants from us and quickly implement the necessary corrections, without wasting time on interpretations that do not coincide with the client’s vision. Later, when the process was completely stabilized, we made a call once a week. The daily progress check remained unchanged so that the client could see what we were doing during the working day. The results were delivered through a special internal Lucasfilm system. It provided complete security and control over the storage of information. The feedback process was built in the format of edits on top: we shared our assets as screenshots, and the client displayed the necessary edits right on top of these screenshots, like on a whiteboard. Thus, we could easily see where we made an inaccuracy with the distance between elements or their location, and quickly correct the model. The stages of creating the models were standard: we evaluated the work, agreed on the estimate, approved the team, assigned tasks and started working. The production consisted of 6 phases: Blocking. Creation of the general proportions of the character’s body, the length and width of the arms, legs, head volume, and more.High poly. Work on details from the outfit of the human character to the knots and mechanical joints of the droid.Retopology. Optimizing the model for better gaming performance in a polygon reduction format.UV mapping and baking. Transfer of the volumetric shape to the plane to prepare the model for texturing.Texturing. Applying the desired textures: three color options for Boggs Henchman and two for the droid.Levels of detail. Creation of several variants of characters with different levels of detail that switch depending on the distance of the object from the virtual camera. After the end of the work, the client suggested adding us to the credits as a production team. It was not just a pleasant gesture for us, but a recognition of equal partnership. And this was logical considering that throughout the entire project, we worked in the most polite and respectful atmosphere, where each artist was considered and appreciated as a master of his craft. Value Delivered After a month of intensive work, our team succeeded in creating authentic models that completely satisfied the client. Thanks to a finely tuned LOD creation process, the models were ideally optimized for maximum performance in VR, which is known to require rendering from 90 frames per second for each eye. Each character and detail of his appearance was created in accordance with the specifics of his game role and biography. So, the droid, as an expensive mechanism with high-level maintenance, looks very well-groomed, however, due to its combat nature and the need to often move off-road, it has certain spots and scratches at the bottom of the legs. Star Wars: Tales from the Galaxy’s Edge was released on November 19, 2020 and received a warm reception. Players and critics alike commented on the diverse and dynamic game world, great immersion, wonderfully written dialogue, and great, well-crafted graphics that harness the full potential of Oculus Quest and Oculus Quest 2. Noting the rather clear hint of a sequel and the high likelihood of future DLCs, players expressed a strong desire to continue their game journey, complaining that the end credits appeared too soon. Volumetric Bottom Line Working with Lucasfilm has left a vivid impression in the memory of our 3D team. Each of the artists is a fan of the Star Wars franchise and has their own top films, games and sources of inspiration related to this universe. Understanding its specifics and feeling a great respect for it gave impetus to the most enthusiastic and meticulous creation of models that fit perfectly into the setting. Working on characters has always been special for us, because it is not just creating an abstract model, but the embodiment of individuality, a personality with a unique story, temper, behavior and reaction to what is happening. Each nuance of the biography is reflected in certain detail, each battle leaves its mark. To touch the legendary universe from the inside is a responsibility and honor of a literally cosmic scale, and we are extremely grateful to Lucasfilm for their trust and amazing cooperation. Contributing to a world-class project, working on the franchise that generations have grown up on was an incredible adventure that we would love to repeat again. And now new challenges and game worlds are next in line. Perhaps yours? Be sure to contact us if you already have an idea of ​​how to add fire to the gaming industry, be it a formed concept or an unclear idea. We will give advice, design, shape, polish your intention and together we will release a brand new product that – who knows – may also turn someone’s world upside down.
15 min
642
Comics Bob and Co. or Aerobatics of Cave Animation [Case Study]
Comics Bob and Co. or Aerobatics of Cave Animation [Case Study]
The hyper casual party continues in the gaming segment. According to Sensor Tower, downloads for hyper casual games have grown from 7 billion to nearly 12 billion since 2020, and ad revenues have exceeded $ 3 billion. It is no wonder that this niche remains incredibly important for all market players and very competitive for everyone who wants to get into the gaming segment: it is becoming more and more difficult to create something interesting and standout. But SayGames are doing well. To date, hyper casual games publisher SayGames has released over 40 games with 2+ billion downloads worldwide. Every game they release has a high rating and tens of thousands of comments. The bar is high, so every new game should be flawless both in terms of addictive gameplay and eye-catching visual content. SayGames has selected renowned experts in game animation to add some liveliness to its new arcade puzzle game Comics Bob with non-trivial choice-based gameplay. And our team gladly agreed to help. GOAL CHALLENGE TEAM COMPOSITION Development of original heroes’ movements for visualization of different scenarios Work out 2D animation of the main and minor characters for different scenarios BizDev managerProject managerLead 2D animator2D animators Initial Data Comics Bob is a funny, colorful and very addicting arcade puzzle game in which players will act on behalf of Bob the caveman and his girlfriend Jess who constantly find themselves in various difficult situations. Due to their modest intellectual abilities, heroes cannot find the best way out on their own, so the players will have to use their brain resources to help them handle circumstances that that are quite strange at times. Bob looking for a space dog A key feature of the game is humor, which makes even the wrong choice look very funny. Simple controls, relaxed atmosphere, colorful graphics and a humorous presentation can easily cheer up gamers of any age. There are now 62 episodes in the game: the final ones are scheduled for the near future. Players note the freshness of the idea and the positive atmosphere, regret that the game ends too quickly and say that they want more. Each episode has 2 or 3 checkpoints where the player must make a choice that will affect whether Bob or his girlfriend can advance further. The choice is sometimes quite unclear, and in case of failure, you will have to start the level again. But even the wrong scenarios are drawn so amusingly that the error does not cause any negative reaction. Moreover, many players deliberately choose the obviously absurd option in order to see what happens. Jess trying to fix a vase The deadline was quite tough: despite the fact that the game was released back in March, the SayGames team in parallel continued to work on the next levels, which were gradually appearing in the game. Work on the episode began with a clear assignment, which contained a comic-like description of the episode’s plot and the consequences of each choice, as well as links to all the necessary art assets and icons. For our part, we could offer certain minor variations in the presentation of the animation in order to make it look more impressive or funny, but the basic concept remained unchanged. In addition, we had access to the materials of the ready-made levels, which helped us quickly adapt to the required animation style. Workflow At the initial stages of work, we prepared the animation for each checkpoint of the episode separately: it was necessary not only to implement the actions of the characters conceived according to the script, but also to comply with the general animation style of the ready-made episodes. We provided the client with animation, received feedback and, if necessary, corrected certain aspects. Then, when we got used to the desired style and the need for adjustments disappeared, it became possible to prepare the whole episode in full and provide it for the client to check. This greatly accelerated the work. The client got the opportunity to get a complete picture of the episode and evaluate how correctly and smoothly the animation was made. In addition to the main character Bob, the game includes his girlfriend, whom the player has to control at several levels, as well as several secondary characters that appear in accordance with the scenario. These are: an insidious saber-toothed tiger, constantly striving to play dirty tricks on Bob and juggle away his girlfriend, dressed up in a business suit;a multi-professional monkey whose specialization ranges from a sushi master to a medic and even a police officer;many-eyed aliens with incomprehensible intentions and creepy devices;the second cavewoman, trying to brazenly get into the relationship between Bob and his girlfriend;Mouseman – Mickey-like analogue of Batman, who comes to the rescue at the right time;and the final antagonist of the game – the giant green octopus who kidnapped Bob. Simple fauna is also enough here: a mammoth (moonlighting as a bartender in a local club), a lamb, deer, pterodactyl, snakes, fish, cat, bees, etc. While on another planet, Bob meets an adorable space dog who becomes his companion and assistant. All of these characters also required their animation approach. On average, it took us from 60 to 90 hours to create one episode, depending on whether there are 2 or 3 checkpoints with 2 choice options. Accordingly, communacation with the client of the completed work on one episode took place every one and a half to two and a half weeks. Value Delivered For 3.5 months of work, we made 12 full-length episodes, including animation of Bob and other characters. The well-coordinated work allowed us to easily fit into the required time frame and deliver a result that completely satisfied the client. At this stage, work on Comics Bob is completed: the creators have put a logical point in the narrative. The current result is impressive: an average rating of 4 in Google Play with over 105,000 ratings and comments, and 4.6 in App Store with 18,000 ratings and comments. At the same time, the company always listens to the players and quickly implements patches and updates, which, besides adding new levels, improve the gameplay and remove bugs. Conclusion Players love hyper casual entertainment products for the simplicity and addictiveness of the gameplay, fast loading, short game loop and the ability to instantly engage a bored mind with something, whether it’s a simple puzzle, a bright simulator, an intriguing arcade game or an exciting race. And our team is always happy to have a hand in the visual design of the game, which is downloaded by millions of users. Stay connected with Kevuru Games: we have many more stories to tell. And be sure to drop us a couple of lines if you understand that it is no longer possible to keep your game idea locked up – it strives for freedom. Together we will make it shine.
15 min
1758
Saving King Arthur: When 2D Art and Voice Come Together [Case Study]
Saving King Arthur: When 2D Art and Voice Come Together [Case Study]
Voice technology is not yet a very common technology in the gaming industry, but some advanced developers have long noticed this great opportunity to breathe more life into games and achieve amazing engagement. One of the pioneers of voice direction is the Portuguese company Doppio, which harnessed the power of voice to create vivid and addictive gameplay. Voice Quest, created exclusively for Google Assistant, is a story of a unique format that allows players to immerse themselves in the medieval atmosphere of the Knights of the Round Table and become a key character influencing the outcome of events. The main task is to save King Arthur from the tenacious grip of the insidious Morgana, who decided to seize power. Such a story undoubtedly requires an appropriate visual representation, carrying players to the right era and dynamically changing as they progress. The creation of authentic characters, environments and other game art elements became the main mission of the Kevuru Games team. GOAL CHALLENGE TEAM COMPOSITION Stimulating the interest of players with a bright splash screen that reveals some of the gameplay detailsCreate 2D art for characters, backgrounds and splash screenLead 2D artist   Thinking over the background in accordance with the medieval settingWork out 2D animation of the main character and his enemies Lead 2D animator Working out the images of key participants in the story with the addition of unique features following the plot   2D artists   Creating images of enemies with different abilities and strengths from low-level to high-level   2D animators Animating key movements of the main character and his enemies   Project manager Initial Data The tight deadlines and a decent amount of work led to the formation of a rather large team for this project. Doppio provided the concept of the necessary characters to be finalized and animated, as well as the wishes for the background image, which was supposed to have a side-scrolling effect. Our team of artists was given considerable freedom of imagination: the client was open to suggestions for the interpretation of the characters and the presentation of their movements. In his dangerous and difficult adventure, the main character faces different types of enemies who are trying to prevent him from reaching King Arthur. To defeat them, the player must manage to shout the correct spells, which are created by combining elements of nature – air, earth, water or fire – with an action word. Players have more than 2500 witchcraft options at their disposal. Of course, players also need to keep an eye on their mana level to keep it for the right spells for the rest of the current round. A separate task was to develop icons for Arthur, Merlin, Morgana and the main character. The first three were created on the basis of the main characteristics of the characters given by the story: the beautiful and insidious Morgana, the brave but slightly self-centered Arthur, the experienced and wise Merlin. The main character, like each of his enemies, had to have his own unique set of animations for movement, idle state, battle, and more. The animation team designed all these movements from scratch, offering the client different options that best suited various types of characters. Workflow To optimize the character creation process, we synchronized the work of 2D artists and animators, dividing them into pairs and entrusting them to work out specific characters. This made it possible to significantly speed up the work and present all the necessary characters for consideration almost simultaneously. The implementation of the side-scrolling effect of the protagonist’s journey was achieved with the help of a seamless road: thanks to skillful looping, we created an infinity effect, supported by new enemies that appear at each new level. When working on animation, it was necessary to take into account the specifics of the physique of each character, so the animators offered several options for their vision of their movements. Work was in progress on animating an idle state, walking, attacking with a spell and without it, defending, hitting and celebrating victory. Giving characteristic movements to enemies appearing on the screen allows the player to assess their possible strength and prepare in advance for battle. For example, skeletons who are not the most powerful opponents move slowly and rather awkwardly, while the Black Knight is a much more agile, fast and dangerous opponent. Our artists also thought over a splash screen. This is the image that appears on the screen while loading the game. It partially reveals the gameplay, showing the main character from the back, the road along which he moves and the enemies blocking his path. The logo developed by us consists of the name of the game and an emblem that unites the four elements of nature. The font and style of the logo were chosen with an emphasis on Celtic symbolism. Thanks to daily communication with the client and the regular provision of work results, the process of creating art and animation was very fast and smooth. All wishes and corrections from the client were implemented immediately after the discussion and presented the next day. Value Delivered In less than a month, our team managed to do a lot of work, including icons, splash screen, art and animation of the main character and his enemies, as well as a looped background. Thanks to our proposal to rid the appearance of some enemies of elements associated with violence like blood and gore, the game managed to bypass the age limit 18+ and reach a much larger audience of potential players. The quick and well-coordinated work of artists and animators allowes us to finish the project even earlier than the expected date. Voice Quest is now available for selected smart displays like the Google Nest Hub or Android devices and tablets with built-in Google Assistant. The game has 30 levels available in the Woodlands location with more expected to be released in future updates. Conclusion Voice games are an impressive new word in the virtual entertainment industry. The use of voice commands in the gameplay allows players to better immerse themselves in the plot, feel their involvement in what is happening and influence the outcome of the story. Our team is very grateful to Doppio for the opportunity to set a hand to creating 2D art and animation for a game of this innovative format. Do not be afraid to embody interesting ideas and follow the latest technological trends: Kevuru Games will be a reliable support for all your endeavors in any aspect of game development.
15 min
1854
Claire Hart: Mysterious Aesthetics of Hidden Object Games [Case Study]
Claire Hart: Mysterious Aesthetics of Hidden Object Games [Case Study]
Each online gaming platform claims to be unique. Someone is trying to show off famous brands, someone talks about an unprecedented number of games on their resourse. But Pogo doesn’t have to pretend or brag – this is a truly unique online casual games website that looks down at the rest from a great height of its 22 years of experience. As for the owner, it is an American video game company Electronic Arts. Such combinations make Pogo immune to competition. Claire Hart is the most famous hidden object game on the Pogo site. In it, players need to join a discerning girl named Claire, who uses her unique telepathic abilities to unravel mysterious cases and find evidence that nobody knew. The overwhelming success of the first part was the reason for the appearance of the second, called Claire Hart: Secret in the Shadows. New plot twists and puzzles again challenge players to unravel the mysteries of objects that hide their light and dark stories. And only Claire can figure them out. New chapters and new stories equal new locations, each of which must capture the player no less than the previous one. Not just maintaining a high level, but also constantly surpassing it is exactly the task to the liking of our Kevuru Games team. So we got along well with Pogo, taking on the challenge of creating a huge kaleidoscope of new locations for the second Claire game. After all, the best detective journey is the one that has acquired the appropriate visual representation. GOALCHALLENGE TEAM COMPOSITIONCreating visual accompaniment of new game chapters and plot twistsCreate new locationsLead 2D artistStimulating player interest through tricky placement of hidden objectsCome up with hidden objects to match the style of the location2D artistsRetention of experienced players and attraction of new onesOrganically place hidden objects on the locationProject manager Initial Data The creation of new locations with hidden objects is based on the plot that defines Claire’s journey through the city, countries, continents, and sometimes even over different eras. The most important thing for the team of 2D artists is to understand the background of the heroine’s arrival at the location and directly the specifics of this place. All this information is provided by the client in the form of a brief. The brief contains a summary of how Claire got to this place and what kind of atmosphere it should be imbued with. The client provides references for rooms and locations, the style of which the team should focus on. An important aspect is the indication whether it is day or night – this information ensures a smooth and consistent storyline. The team comes up with the hidden objects separately, taking into account the style of the location. The only condition is the presence of one mandatory search subject, which is indicated in the brief and serves as a special link in the plot. Workflow Communication and approval of locations took place in Basecamp. At the first stage, the team analyzed the references and, based on them, created the concept of the location in the form of a photo collage. If it suited the client, the artists proceeded to the next stage of creating the background in black and white. After approval, it was colored in accordance with the setting and atmosphere that needed to be achieved. And already at the last stage, the location was filled with objects. The hidden objects were created separately and placed on the location so that it looked organic, but at the same time it was not too easy to find them. This helped to maintain the optimal balance of mental tension and player interest. There were usually about 50-52 hidden objects in one location. After all objects were placed, the location was transferred to the client for final approval. Since the artists were working on several locations at the same time, usually they were submitted for consideration in 3 pieces – this is exactly the number of locations that make up one chapter of the game. In a month, our team created materials for two chapters, that is, 6 locations. Concepting. Creation of a concept of a future location according to the instructions and references of the client Background in black and white. Drawing the background in b/w according to the approved concept and styleBackground in color. Coloring the background with requirements for the atmosphere of the location in mindCreating objects. Thinking over and depicting objects in accordance with the style of the locationPlacing objects. Organic, balanced, yet non-obvious placement of drawn hidden objects at the location Value Delivered For more than 2 years of cooperation with Pogo, our team has created over 150 unique and diverse locations and countless hidden objects. Claire Hart: Secret in the Shadows has already become 2020’s first Game of the Month on Club Pogo and continues to attract hundreds of players with its riddles every day. No location is like the previous one. In the game, you will find a range of places that is in no way inferior to many real ones. There are old mansions, huge shops, stylish offices, classic hotels, distinctive streets of different cities of the world, restaurants, bars, picturesque gardens and parks and much more. All of them allow the best visualization of Claire’s journey and investigation, completely immersing the players in the story and not giving them a single chance to leave the game before the mystery is solved. Hidden … and Found Conclusion Let us tell you a secret: hidden objects games are our special passion. They have their unique specifics and enigmatic atmosphere, putting the player in detective’s shoes, eager to solve the mystery and get to the bottom of the truth. So it’s not for nothing that we have placed hidden objects games in a separate section on our website. Despite the seeming simplicity of these games, players all over the world adore them and are ready to search for hidden objects for hours on end. Our collaboration with Pogo continues: our team is happy to dive into Claire’s new adventures and visualize her travels in the most vivid, juicy and stunning locations. Others may not, but we know how to surprise, embody the fantasies and shape stories in an unforgettable graphic form. Beyond the limits. And if you are also crazy about the unique charm of hidden objects games and plan to contribute to their legacy, then be sure to drop us a few words. Together we will create something absolutely fantastic, rest assured.
15 min
2862
Character Concepts That Rocked Fortnite Players [Case Study]
Character Concepts That Rocked Fortnite Players [Case Study]
A cultural phenomenon, that’s how the online video game Fortnite is called. It quickly broke into the gaming world in 2017 and without more ado began to gain jaw-dropping momentum. Available in three game mode versions that share a common gameplay and game engine – Fortnite: Save the World, Fortnite: Battle Royale and Fortnite: Creative – the game became especially popular thanks to the Battle Royale version, which attracted more than 250 million players worldwide and received several prestigious awards. Battle Royale invites players to take part in a massive battle on a vast map – alone or in groups of two to four people, exterminating or avoiding the characters of other players until there is only one winner on the map. The player can choose a different appearance of the character – a skin purchased for in-game currency. Skins are a separate culture that constantly stirs up the interest of players: they want their character to look good, and if a partner or rival entered the game in a newfangled or menacingly mesmerizing skin, then they certainly need to look no worse! The need to hold attention and engage players has led to the need to ensure a steady stream of new skins. Epic Games decided to team up with Kevuru Games to create new exclusive concepts for them. And it’s about how it happened. GOAL CHALLENGE TEAM COMPOSITION Triggering and maintaining the interest of newcomers Create concept arts of new skins Art director Lead concept artist Retention and engagement of old hands Concept artists Increasing the number of in-game purchases Project manager Initial Data The peculiarity of skins circulation in the game is that there is no need to spend real money to get them: there is a special in-game currency V-Bucks, which can be obtained for completing missions, tasks, and simply for the next entry into the game. Therefore, on the part of the players, there is no prejudice or annoyance towards skins, as happens with all sorts of game features that require a donation in order to unlock them. Players are very fond of skins and carefully collect in-game currency to buy what they like. Therefore, Epic Games chose the correct optimization path for working with them, creating a unified knowledge base with all the standards and reference information for producing new skins. This allowed them to unify the basic requirements for skins and get rid of fragmentation of interpretations. To ensure the correct work, our partner gave us access to the knowledge base. With its help, our concept artists were able to create concepts that had strict guidelines for style, colors and parameters specified by Epic Games. In creating some of the concepts, our team was given complete freedom of imagination, which we actively used to demonstrate our creative potential and deep expertise. Epic Games’ trust and openness to dialogue allowed our artists to make suggestions and corrections even to those concepts for which the client initially had a specific vision. Many of our team’s ideas regarding colors, equipment and weapon handling techniques were enthusiastically accepted, overshadowing the initial ideas. Workflow The distinctive feature of cooperation with Epic Games was full access to all skins ever created without any restrictions. Thanks to this, the artists quickly got their bearings in the main thematic style, which must be adhered to, and immediately got down to work. Interim approvals and discussions with Epic Games representatives took place almost daily: our team provided about three works at different stages of implementation per day and took an active part in discussing possible additions or recommendations. About the Created Concepts: Personal Profile Astra She is the star of any shootout. Beautiful, agile and dangerous, she successfully combines innate talents and skills acquired in battles to demonstrate truly cosmic pirouettes to stunned enemies. Her speed is disarming, and the outfit is dazzling: she leaves no one a chance. First appearing on January 1st, 2020 in Chapter 2 of Season 1, Astra was featured in the Shooting Stars set, categorized as an Epic Outfit, and captivated players with her cosmic grace and elegance.  Bushranger Insanely cute and incredibly charming tree instantly became the player’s favorite thanks primarily to its touching muzzle with beady eyes. It seems that such a creature is not able to offend anyone, but appearance can be deceiving when it comes to confrontation. He first came out of the fairy forest on November 7th, 2019 in Chapter 2 of Season 1. Now he is in the Woodsy set, is a Rare Outfit and is good at disguising himself in forests and groves. Globe Shaker He’s one of those who definitely likes to appear like a bolt from the blue or snow out of nowhere: the snow is actually his head filler along with the Christmas tree. Funny, festive and extremely extraordinary, he fell into the world of Fortnite all of a sudden on December 1st, 2019 in Chapter 2 of Season 1, settled well in the Frosty Fights set, became Epic Outfit and one of the favorites of the winter season. Who knows what will happen to this world if he shakes his magic head too actively. Frozen Nog Ops According to Polar Legends, after which the set was named, the Christmas and New Year seasons are particularly lavish with spectacular new Frozen Series gear. This girl is a vivid confirmation of this: her adorable winter outfit, fluffy hat and icy breath make her look like a fighting Snow Maiden. She appeared on December 18th, 2019 in Chapter 2 of Season 1 and since then has confidently crossed both snowy and other terrains. Bunnywolf The pure glow of neon rage. A wolf or a rabbit, this will only be understood on the battlefield. And there, the animal power will break through. Released on February 28th, 2020 in Chapter 2 of Season 2, this Epic Outfit from the Neon Jungle set quickly caught the attention of players with a mesmerizing duality of its animal nature. Strange and a little awkward at first glance, this beast sensitively monitors every heartbeat of enemies and brings them a quick and inexorable death.  Chance When it is not clear what to do next, leave it to chance. She appeared in the spring, during the liberation of the world from the shackles of winter, on March 15th, 2020 in Chapter 2 of Season 2, and, of course, became the leader among the Rare Outfits of the Spring Spirit set. Cheerful, active and fiery-haired, she is a born leader, ready to guide people to any achievement. She fights as if dancing and takes down enemies with a smile on her lips. Many believe that being killed by her hand is not so bad. Working on such large-scale projects is always a challenge, not only in a creative sense, but also in terms of realizing a huge responsibility in all respects at once. To ensure information security when working with our team, we sign nondisclosure agreements that guarantee the protection and safety of our partners. Value Delivered During 10 months of cooperation, about 120 unique-looking concepts of skins for various thematic areas have been created. They fit perfectly into the atmosphere of the game and are already actively used by players to explore and conquer the incredible world of Fortnite. Each created character received an exclusive attachment, also developed by our team. It is called back bling and has a special shape, color and features that match the specifics of the character. This can be a backpack, badge, patch, shield, wings, helmet or any other item. Many players managed to appreciate the loveliness of charming Bushranger, the gracefulness of cosmically beautiful Astra, the audacity of red-haired Chance and many other characters from a wide variety of sets. And what could be better than the recognition of not only the partner who appreciates our exceptional dedication to work, but also of the players who admire the skins designed according to our concepts? Planning. Considering reference materials and knowledge base Sketching. Creating thumbnails, generating ideas and choosing the final option Detailing. Adding small details and elements that complement the character’s image Rendering. Producing the final concept art that can be used for both further modeling and game concept art portfolio Conceptual Conclusion Our team is ready for challenges: this is an integral part of creative work, claiming to spread beyond the limits. Working with characters is our separate passion. Kevuru Games is happy to take on major world-renowned projects and ensures the highest standards of collaboration in all areas. Flexibility and adaptability allow us to easily adapt to the brand’s DNA while maintaining our unique creative vision. A well-established work process and high project management standards enable us to guarantee our partners the timely fulfillment of all obligations in the agreed volume and budgetary framework. And if we move away from the officialdom, then our team just loves to create cool artworks and contribute to the success of truly worthy video games. Rest assured: your game will shine with us! Feel free to drop us a few words about your ideas and plans for a new or existing game: together we will come up with how to skyrocket it to new heights!
15 min
6
How We Worked on Tabou Stories – A Game with 1+ Million Downloads [Case Study] | Kevuru Games
How We Worked on Tabou Stories – A Game with 1+ Million Downloads [Case Study] | Kevuru Games
Most fantasize about millions of downloads of the game they are working on. Kevuru Games is no exception. But our team not only fantasizes that the project we are working on will capture the hearts of millions of users around the world, but we also apply a real effort to make the game outstanding in the market in terms of design. One great game idea is not enough to achieve such great results as millions of downloads. The quality of the game design really matters in recent years, and with hundreds of new games released every day, yours shouldn’t be short of outstanding visual effects. Kevuru Games’ team is very grateful to Nanobit for the opportunity to become part of such an amazing project as Tabou Stories: Love Episodes! If you’ve ever dreamed about a game that could fetch the big audience, now you can find out more about the process of creating the visual details of the popular game. Read our success story to make sure how external resources can support your project by providing many design solutions on time and on a budget! Data were taken at Appgrooves.com – Tabou Stories: Love Episodes: Ratings & Reviews Background Information Tabou Stories: Love Episodes is a highly interactive storytelling game developed and published by Nanobit, a game development studio based in Zagreb, Croatia. Since 2008, this team has devoted itself entirely to one goal – to develop high-quality and super-fun games. On their account, there have already been many successful projects like My City, Matchtropic Island, Chef Town, and others. That’s why when this team turned to us for help in 2D character design, we could not miss the opportunity to work with these market leaders. Challenges 01. Freshen and broaden character design 02. Meet the high demands of individualized appearance 03. Increase user experience & engagement The new version of the game was supposed to have a great variety of 2D characters with realistic faces, hairstyles, emotions to increase user experience and engagement. Game users were supposed to get the ability to customize their characters in a variety of ways based on races, head and eye shape, and other facial features. Solution Our team has created a collection of character designs, namely their appearance – from hairstyles to facial expressions. To make the target audience more involved in the gameplay, we turn to the appearance of celebrities and famous models. At each stage of character design, our artists worked through many details to make them look natural and visually appealing. In addition, we have worked on facial expressions to show different emotions on their faces inherent in their personality. 2D character design has been created for young people to have fun by playing an interactive story game. We took into account many features and preferences of youth in appearance. Timeframe It took us nearly 5 months to complete the 2D design of the characters’ facial appearance from A to Z in accordance with specific requirements. The Team Working on the Project To implement a realistic 2D character art of high quality, our team included: Art director Lead 2D character artist Project manager 5-10 artists (the number varies depending on the scope of work) Since the scope of the project was not precisely defined at the beginning and changes could occur, we offered a dedicated team model. This allows you to add more specialists, if necessary, and, conversely, release them without any difficulties. The ability to select, manage and control team members is also offered to our customers. But in this case, we appoint an experienced PM (this was set by the client) to effectively manage the team and timely deliver artworks. Stages in 2D Character Design Our key approach to this project was to create a highly customizable design of game characters that would look friendly to the end-user and provide benefits for the client. We take into account all the needs and requirements to accurately represent realistic characters in the gameplay in the following way: Concept creation – visual representation based on many details and subject-specific references; Rough sketching – capturing all the basics of the face of each 2D character; Super detailed face illustrations of each character; 2D rendering to maximum realistic effects in the facial appearance; Custom PSD preparation based on some technical limitations. Values Delivered by Kevuru Games Data were taken from Google Play & App Store Considering our solid experience in 2D character design and effective project management tactics, our team of professionals managed to achieve what was initially planned: Our team finished 2D character design on time and budget; We created a full-fledged design that recreates the realistic look of 2D characters using modern graphics; We implemented a high level of customization for character design based on preferences and tastes in appearance. After the meticulous design process, Kevuru Games managed to contribute to the success of the given game. As a result of our professional approaches to the project: The mobile application was downloaded millions of times in the AppStore/GooglePlay; The new design features allowed increasing the user engagement rate by 33%. Summing Up Kevuru Games provides a variety of design services and can cover the entire spectrum of entertainment projects from start to finish, saving time and operating costs, maintaining consistency of styles at all levels of art production and working with the project as a whole, controlling the quality of design at individual levels. Want to enjoy success in game design with us? Do not miss the opportunity to get closer to millions of downloads with real experts in design and game development. Therefore, if you have an idea and want to implement it in the near future, contact us immediately so that we can help you.
15 min
3