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A narrative story

After a long time of development we are in the final phase of the Clue: Murder by Death project. Recreating with fantasy a Victorian mansion in 1930's England has been an interesting and fun challenge with more than 140 rooms and its characters living a fateful night. The death of Lord Anderson, Scotland Yard investigating the case and a detective must find out who the murderer is.
On top of that, in a narrative game like this, story is everything. Having a good story to tell was our top concern and our focus in the final phase of development. We were looking for 10 stories that intersect over the years leading up to this night where Lord Anderson has been murdered. One of the main mechanics of Clue: Murder by Death is that everything that happens and the player finds out is explained from the subjective perspective of the characters that the player controls in order to, little by little, encounter by encounter and a lot of observation, allow the player to know the stories that have led him to this point.

For this project our design team has worked on a historical basis to transfer the background of the time and be as faithful to the circumstances of the story, the characters and motivations. To do this we have relied on numerous sources of information and the help of an interdisciplinary team to propose a case that will delight lovers of mystery, puzzles and murders. In this case we have also counted with the work of students of the University Degree in Digital Arts La Salle Bonanova, Ramon Llull University (Judit Aviñó and Laia Rueda) where from a current perspective they have made a narrative design of the story in clues to transform the game into an experience for mystery lovers.


In a few months, we hope that this project will be released and will reach different platforms so that the public can enjoy the experience as much as we have enjoyed creating it.
Published: By: Cocodrolo Games - Tuesday, November 26, 2024

Designing an experience

A game’s title is essential, but the accompanying image is even more critical. It must capture the essence of the game in a single illustration. This cover art often defines the success or failure of a project, making it one of the most important elements of the overall gaming experience. For our game in development, Skool Days, we partnered with Unicacabra Studio, a creative art studio based in Fuerteventura, Canary Islands, known for designing illustrations with personality while maintaining a classic, old-school aesthetic.

For this project, we wanted a cover that exudes character and helps players empathize with the characters in the game, who are embarking on new challenges and adventures.

When we started designing the Skool Days cover, one key question guided us: What do we want to convey? Two fundamental concepts came into play here: Intentionality and Visual Appeal.

Unicacabra Studio brought our vision to life, ensuring a smooth, collaborative process. By maintaining a constant flow of communication, we avoided misunderstandings that could have caused delays or compromised the final artwork.


From concept to final artwork

When the studio received our initial brief, they explored multiple sketches to find the best way to express our ideas. At this stage, their questions helped us refine the direction and avoid confusion.

For Skool Days, we had a clear vision from the start, so the iterations primarily focused on the composition and how the artwork would adapt to different dimensions and formats. The creative process followed these key phases:

Initial Sketch: The studio began by drafting an illustration that captured the personality of the game.


Perspective and Composition: Once the sketch was approved, they focused on technical elements, such as perspective and the arrangement of key visual components. For example, the girl's face was placed at the intersection of the top and right thirds of the image, a focal point that naturally draws the viewer’s attention.



Color Blocking: A color-blocking phase helped establish a visual flow. The viewer's eye is guided from the girl’s face to the boy and finally to the school in the background.


Detailing and Lighting: The final stages involved refining details, adjusting lighting, and adding atmosphere to create depth and coherence.

Special attention was given to the girl's face, which serves as the central focus of the image. Her gaze underwent the most adjustments to ensure it was visually appealing and conveyed the right emotion.


With the project completed, the studio provided us with organized files, making future edits straightforward. The result is a spectacular piece of cover art that perfectly aligns with the essence of Skool Days and works seamlessly across various formats.


Published: By: Cocodrolo Games - Thursday, November 14, 2024

Welcome



Welcome to our vibrant world of gaming! We are a young and dynamic video game development company based in sunny Barcelona. Our team is passionate about creating games for mobile, PC, and consoles that are not only entertaining but also inclusive and socially relevant.

Our games are designed with sensitivity and a focus on current and social themes. We believe in the power of video games to make a positive impact, and our mission is to create experiences that resonate with a diverse, cosmopolitan audience.

Our first game is a social simulator where players control an avatar navigating the complexities of school life. The game challenges players to manage studies, social relationships, personal insecurities, and various events. Through empathy and thoughtful decision-making, players learn to handle different situations, sometimes achieving satisfying outcomes and other times choosing the lesser evil.

While our games are engaging and fun, filled with mini-games, challenges, and puzzles, they also serve as valuable tools for raising awareness among young people and teenagers about complex situations they might face in their daily lives.

Join us on this journey as we create meaningful and entertaining gaming experiences!
Published: By: Cocodrolo Games - Wednesday, June 26, 2024
 

Financiado por la Unión Europea - NextGenerationEU

Financiado por la Unión Europea - NextGenerationEU