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Back to the Storyboard

  • Writer: Good Good Games
    Good Good Games
  • Apr 8, 2019
  • 1 min read

Our art, design, and narrative teams have worked together to create storyboards for the ruins and forest area of our demo. As can be guessed from the cover image, not all of the art in these panels is spectacular, but it's effective enough to carry the message across. We have used our storyboards to write out dialogue and plan when it should occur, panel by panel. The storyboard has also been crucial to blocking out the level in Unity—it's drawn out on paper before it's created on the computer. It also helps us keep track of object interactions and enemy encounters, giving us a sense of the space that Ember is moving around in, and making us question how she'd interface with it.

Multiple people create concepts for certain objects, characters, and locations—but only one complete storyboard is created in regards to showcasing an entire level. During storyboarding weeks, we'd often spend a part of our class flipping through our sketchbooks or passing around tablets so that we could see each other's work.

Compromising between our differing visions wasn't always easy, but the final product that has been created in Unity is a blend of all our ideas and imaginations, which is the way it should be!

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