Pogo is a free online casual games website launched 22 years ago. Its owner is Electronic Arts, an American video game company. Pogo offers a wide range of board, card, puzzle and hidden object games, the collection of which is constantly growing, and some of them can even be downloaded and played offline. Since 2006, Pogo.com has consistently ranked among the top 10 Internet sites for US visitors in terms of time spent on the website.
Years on the
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Hidden Object Puzzle Adventures are casual games in which the player searches for hidden objects. The list of objects searched for is presented in the form of words, silhouettes and anagrams. When working with this project, we had a mega-large-scale task – drawing all 2D assets and creating all game locations. Claire Hart: Secret in the Shadows has more than 100 locations that differ in their detailed drawing and realism of the picture.
Rooms, living and working spaces, closets, dressing rooms, streets, cafes, shops, offices, warehouses – here you will find a variety of scenes filled with a huge number of assets.
The sequence of work on locations looks like this:
- Approval of the idea
- Location sketch
- Drawing the sought-for objects.
- Collection of references
- Drawing the location
- Adding the sought-for objects to the location
- Rendering the location
Scenes are developed according to the main rule: they should not be repeated and should correspond to the setting of the game.
At the stage of collecting references, a document is drawn up in which the idea of how the future location will look like is outlined. The document contains a lot of visuals for artists and brief comments: what details are worth paying attention to, where to get inspiration from and what atmosphere to recreate.
Based on the references, the artists make several rough sketches of the future location. Then the most visually and functionally advantageous one is selected from these options. The selection is based on the assessment of the composition, angle and compliance with planning. This is followed by the elaboration of the approved option: adding details, approximate lighting and aerial perspective.
An important stage is drawing and adding objects that the player has to look for to the location. There are some nuances here. Hidden objects cannot be repeated with content that fills the scene itself. The visible part of the object must be well recognizable.
When everything is done, the locations are ready for final delivery. We provide each of them to the client for evaluation, and in the absence of comments, we finish work on the approved locations and proceed to the next ones.
We love and know how to work with locations for hidden object games and keep players passionate about the gameplay until the last game dialogue.