The Adventure Game and Interactive Novel

The Adventure Game and Interactive Novel

Eymerich’s graphics


Eymerich had a long development during which it evolved from a classical 2D adventure game to something able to grant to players a better experience.


In order to use what our artists already produced and keep in budget we decided to go for 2.75D graphics. Starting from 2D images and simple 3D volumes we were able to obtain a visually prospectively correct third dimension.


Being non full 3D this approach has some limitations, such as projecting shadows or perspective deformations in some extreme situations, all avoided during development. On the other hand it gave us a way to achieve visually 3D scenes in which close shots, a correct illumination system with realtime lights and shadows, particles systems and all we needed to make scenes alive and suggestive can take place.


The 2.75D solution also has the great advantage of being computationally fast and good for running on many different devices. It is possible to add advanced features as glows, light shafts and other post processing effects with small effort, making the game visually more rewarding on high profile machines as PC and Mac.


The level design, by Ulisse Cammino, required different steps and the development of appropriate tool to switch from 2D images and simple 3D models to the actual in-game environment.


Ulisse Cammino - Level editor & Programmer


First the scenes, made of an illustration (Img01) and 3D models used as reference points for the framing (Img02), are imported into Unity3d, exactly reflecting the camera shot of the illustration.





Using an in house developed software a retropology process is then made on these informations to create a single highly optimized model of the scene from many pieces and to which detailed 3D objects are added where needed (Img03) (for example chairs or a desk). This is a fundamental step during which the illustrated environment is transformed in a true 3D volume on which we can further work on to make it playable.




All those elements able to make the scene alive, just as lights, environment sounds, particle systems for fire and smoke (Img05) and other effects, are then added to the current processing (Img04), eventually writing additional codes for particular effects as light flickering, trying to keep them reusable in other situations. The environment is then almost ready to be played in the game.





The last step, the most important for the game experience, requires to add to the scene the actors, being them characters or active objects, animating and making them interactive using scripts that define possible interactions, depending on the situation (Img06).



6 Responses to Eymerich’s graphics

  1. nice job. keep it up!

  2. Howdy just wanted to give you a quick heads up. The text in your post seem to be running off the screen in Internet explorer.

    I’m not sure if this is a format issue or something to do with browser compatibility but I figured I’d post to let you know. The style and design look great though! Hope you get the issue fixed soon. Thanks

  3. Hey there, You’ve done a great job. I will certainly digg it and personally recommend to my friends. I am sure they’ll be benefited from this site.

  4. Pingback: Nicolas Eymerich, Inquisitor | Eymerich’s graphics (part 2)

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