In the third installment of my dissection of the making of a casual game I got artsy with 3 of
GameHouse's finest: Steve Van Horn, Sr. Director of PC Games, Andy McCulloch, Art Director, and Jesse Holt,
King of One Liners Resident Sound Designer and Composer. Andy and Jesse are 2 of the team members who make these game really beautiful. This is their take on how to bring the art and sound of a casual game to reality.
When creating art for a game they basically they're either starting from an idea, which is almost like starting from scratch, or basing the art off of a design document, which greatly helps tie in graphics, music and theme. Regardless of whether they start from scratch or use a design document, a lot of brainstorming has to happen. They have a concept, but how can they take that concept and make it look and feel exceptional? They consider two things: What is hot on the market right now, and what could be a cool experimental path to take? Within these two questions, they consider three crucial aspects of the game with which to form their ideas: game genre (i.e., a hidden object, word game), game characters, and game theme.
Different genres require different types of work. User interfaces must be simple, yet eye-catching, as there isn't a lot of real estate to work with. Hidden object games, such as any in the Little Shop series have a set of parameters that must be met. For example, the "levels" must be vibrant, eye catching, and clever, since the player is essentially staring hard at the screen for five minutes at a time. Color plays a major role in these games. Players rely on certain colors to jump out at them to help them solve the puzzles. The music that comes along with hidden object games has to be calm and thoughtful. It's important that the music not be stressful for the player.
Little Shop Road Trip takes the theme of road tripping and really runs with the idea. The levels are based on certain geographic locations and the music is all based on the location of the level.
Game characters have come a long way, and are really just beginning to have their day. It used to be that no one cared about a character, so they were essentially left out of a game. With the resurgence of casual gaming and it's major demographic being female, having a strong, relatable character is becoming more common. Much thought and effort goes into creating a character. At GameHouse, multiple artists will create a lead character and submit their ideas. This helps set features and even personality traits. Many current casual games feature strong women as the heroine (i.e
Sally's Salon,
Cake Mania,
Delicious). The characters are supposed to be relatable, someone like you or maybe someone you know. GameHouse is lucky to have several women on staff who can help shape the characters and make them more life-like.
The theme of the game is ultimately going to decide how the art and music function. According to Steve, Andy and Jesse, a lot of psychology goes into creating the look, feel, and sound of a game. If it's a moody mystery game, the colors will be dark purple and blue, and the music and sound effects will all be haunting. If it's a mind-bending puzzle game the colors will be more ambient and the music and sound less distracting and more thought provoking. Time management games will have bright graphics and multiple characters- some likable, some not. It helps make the game feel real. The music has to go along with the rhythm of the game to keep it clickably pleasing.
Ultimately the creation of the look and feel of a game is an incredibly in-depth process. It takes an entire team to make the art come to life. Multiple people each submitting multiple ideas helps create the ultimate in detail for each game. With time, computers have adopted much better graphic capabilities and so the games are allowed to be much more graphically pleasing, which only enhances the gaming experience. So, the next time you play a casual game, pay attention to the characters, the sounds, the ambient background animations and know that someone had you in mind when they designed that game.