elfWhoKilledChristmas

elfWhoKilledChristmas

Thursday, October 30, 2014

Christmas Music: part4 - "God Rest Ye Merry Gentlemen"

The final piece of traditional music that we used for The Elf Who Killed Christmas is "God Rest Ye Merry Gentlemen." After "Silent Night" and "Jingle Bells," I wasn't sure what other public domain Christmas music I wanted to use. I knew that I wanted to use "Carol of the Bells," because the melody is so strongly in the minor mode. The problem was that I didn't know what the name of the tune was, since there are no lyrics, as it is just music. So I searched "minor key Christmas music," where I found the title of the tune, "Carol of the Bells." But I also found that "God Rest Ye Merry Gentlemen" is frequently paired with "Carol of the Bells," and listening to it, I felt that it also provided a nice minor melody, so I used it.

This time I gave the listener the obvious connection to the melody right at the beginning, instead of trying to make it a surprise what Christmas music was being remixed. After that, it becomes more obvious what melody is being looped throughout.






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Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

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Monday, October 27, 2014

Christmas Music: part3 - "Jingle Bells"

Here is the third traditional Christmas song that you will hear when you play The Elf Who Killed Christmas. This is another piece (like "Silent Night," posted previously) where the places I cut and looped the melody might make the melody unrecognizable from the traditional understanding of "Jingle Bells." But again, in order to bring "Jingle Bells" home, I made sure to include a more recognizable version of the melody at the end (or at least it is recognizable if you know what you're looking for). Another technique I used to not make the melody so obvious is by placing the bass line in the treble, and the melody in the bass.







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Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

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Thursday, October 23, 2014

Christmas Music: part2 - "Silent Night"

This is our take on the classic Christmas tune "Silent Night" for our The Elf Who Killed Christmas. Unlike the previous post of  "Carol of the Bells," this song has a more intricate and longer melody. I chopped that melody up, along with the bass/ harmony line, and restructured and remixed the individual loops in different ways throughout. Therefore, the fact that this is "Silent Night" might not be obvious at first, but I think the listener can make sense of it by the end, where the final "Sleep in heavenly peace..." melody plays out.




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Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 


Monday, October 20, 2014

Christmas Music: part 1 - "Carol of the Bells"

Here at Give Up Games, we knew we needed some music for The Elf Who Killed Christmas. The obvious answer is the tons of public domain Christmas music that exists. However, we wanted more than simply a midi rendition.

So I had to go in and produce and remix some of the music we found. The next couple of posts will reveal some of that music.

Here is the first reveal, "Carol of the Bells."



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Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Sunday, October 12, 2014

Unity Game Engine

After 5 years of building and supporting our own game engine, we're now porting some of our game logic gems inside the Give Up Engine to a Unity3d library. From now on, Give Up Games will be using Unity3d to make games. You can follow the link to actually play our work in progress!






Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

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Monday, July 21, 2014

Why MayaLT?

I learned a lot of 3d modelling skills through the use of Maya. It was wonderful to discover that Autodesk was releasing a pared down version of Maya for indie-game developers. After all, we don't really need all the water simulation, beautiful rendering tools, etc, that the full version of Maya has; and so the fact that MayaLT has so many of the useful features that I need as a game designer, and has taken out so many of the other features that are needed to create $100 million films, Give Up Games was able to buy a license for very little money, and use it to create The Elf Who Killed Christmas.

As we discussed earlier with a previous blogpost, all the characters (and everything else in the game) were created using MayaLT's modelling toolset, including smoothing, extruding, and insert edge loop tool.



For UV editing, MayaLT's toolset was also super easy. in a previous blogpost, we discussed our texture methodology, and this really simplified the UV editing that we needed. All that what required was getting a quick one-click planar UV editing shot, separating out all the different parts of the body, and positioning them on in the texture image.



MayaLT was also a great help when working with animation. Give Up Games has been using a motion capture system (mocap) for a long time. One thing we learned is that in the Give Up Game Engine, all of the keyframes that were assigned using mocap technology was very expensive in terms of the processor power in running the video game. For example, using MayaLT's graph editor, we had to alter the animation curves from each of the rotations of each bone. Here is just one example of that:


All of those crazy keyframes (the black dots) at each of a thousand frames of the animation, for each of three rotation axes, for each bone in the skeleton.... well those add up, and end up using a lot of processor power!



Not only that, but you can see where there are weird spikes in the mocap data that don't make sense. Well, MayaLT's graph editor allowed me to easily go in there, and delete all of the superfluous keyframes, and save a whole lot of processing power for the game.



In addition to the three toolsets described above (modelling, UV, and animation), there are lots of other tangible areas that MayaLT helped with, including exporting to FBX files that our engine could read.

However, there was very important intangibles that MayaLT contributed to Give Up Games. Because of the inexpensive yearly subscription price that we invested, we knew that we were using world-class software to make our game. That brought a lot of confidence to the team. Another intangible that we appreciated was that it helped us focus and organize much better. The very fact that we invested some money into MayaLT's tools made us believe that we had to get the most out of these tools, and thus we had to schedule and organize our workflow so that we felt like we would get the biggest return on our investment. This has helped us finish The Elf Who Killed Christmas, and is helping us focus on our next multi-platform launch coming this autumn.


Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

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Tuesday, July 8, 2014

Textures and Color Palettes

Give Up Games is proud to be two brothers who create almost everything for our games. (We have worked with character designers on The Elf Who Killed Christmas, and the forthcoming Homeless Guy.)



With that in mind, we developed methods to work quickly in order to deliver the final game. The most obvious example of this that comes to my mind is with 3d textures. Because we had decided early on that we wanted the style of the game to be cartoonish, so we didn't need to create realistic texture maps. (In fact, for a while we were even considering that the game would utilize flat shaded rendering to lend even more to the cartoon feeling.) The image file above just about covers all of the images in the factory level. If you look at previous posts about the factory level (here), you can probably place a lot of these colors.

Using Krystal's great character designs and set illustrations, we simply picked colors from those illustrations, and thus the color palette for the game was created, along with a lot of texture maps, like the one above. The gingerbread house below is a great example of where we used Kystal's art, and took the next step with it. The reader can probably see a lot of the colors from the factory in the illustration of the gingerbread house.

This really shows the value that an artist can bring to the team. To be sure, Krystal only designed a few set pieces, and we had to create the rest. (After all, with her talents, she was in high demand, and although we would have loved to work with her throughout the entire process, we couldn't.) However, in addition from the set and character design that she lent to the project, that also allowed the Give Up Games brothers the opportunity to utilize elements of those designs (here, the color palate), for elements that she did not design. As proud as we are, we knew where our shortcomings were, and were able to outsource certain design elements, such as the gingerbread house, and then take those designs to the next step for other elements in The Elf Who Killed Christmas. 


Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us