Compton's Cookoff
Boss concepts by Derek Brand
level concepts by by Emily Johnstone
Boss orthos by Nathan Stapley
Tv intro cutscene concept
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seen from Romania
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Compton's Cookoff
Boss concepts by Derek Brand
level concepts by by Emily Johnstone
Boss orthos by Nathan Stapley
Tv intro cutscene concept

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Lucrecia's Lament Pt2
Deluge of Grulovia
Concepts for the Deluge of Grulovia by Lee Petty
Concepts for the Maligula fight by Derek Brand
Censors
Censor concepts by Samantha Iturralde
Censor concepts by Scott Campbell
Censor ortho by Chris Lam
Vomit censor concepts by Derek Brand
Mega censor concepts by Peter Chan
Massive ChaliceĀ Alchemist Cadence Armor. Concept art by Derek Brand.
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http://www.gizorama.com/review/double-fine-amnesia-fortnight-2014-round-up/
Double Fine Amnesia Fortnight 2014 Round Up
Itās finally that time! Votes have been cast, prototypes have been developed, tears and sweat have been lost, but learning experiences and copious amounts of whiskey have been absorbed. The lovely folks at Double Fine have once again taken two weeks out of their busy schedules to get even busier; deciding to forget (hence amnesia) everything about their current projects and focus on developing four new rough and ready prototypes from scratch, each with its own team and designated leader. Itās time to dive deep into the resulting prototypes and pick them apart.
As is the case with Amnesia Fortnight, what youāre about to read will not be a review or preview in the conventional sense, rather it will be a simple analysis of everything that has gone into making AF a rewarding and engaging experience, both for its participants and those watching/playing at home. Remember itās not too late to get involved with Amnesia Fortnight ā you can donate and download the following prototypes instantly here, or head over to YouTube and watch 2 Player Productionsā fantastic series documenting the teams and their hard work.
Steed
Throughout Amnesia Fortnightās extensive video coverage,Ā SteedĀ has probably been the game with the least turbulent development cycle. Team Leader John Bernhelm was clear and confident when pitching and discussing his ideas, and this certainly shows in the prototype.Ā SteedĀ is also the most Double Fine-y game of the set, as its a fairly simple action adventure title with an interesting twist to keep things fresh. The game subverts traditional fantasy/adventure games by putting you in the (horse)shoes of one Bellfire, a free horse who travels across a mysterious land assisting adventurers for a fee.
What immediately stands out aboutĀ SteedĀ is the sheer attention to detail the team have put into Bellfire. Every animation has been well crafted to fit somewhere in between horse realism and DisneyāsĀ Tangled,Ā and Bellfireās design evokes a distinct level of personality without seeming over the top. Itās also surprisingly fun to steer Bellfire, something I was unsure about when I heard the original pitch, especially when so many AAA games have shipped with clunky horse mechanics.
Throughout Bellfireās adventure, she is attacked by Grex ā small goblin-like creatures with an apparent thirst for equestrian violence. Though itās actually impossible for her to be injured or killed, she can fight these monsters with front and stomp attacks, as well as a back kick and eventually a magic attack. Though combat is a fairly solid experience, itās fairly limited to button mashing in this early prototype. Oddly enough, the feeling of traversingĀ Steedās bright and colourful world (the 3-D environment is surprisingly beautiful for a two week prototype), was the prototypeās main draw for me. It seems that Bernhelmās simple goal to create a game where controlling a horse felt good was actually enough to satisfy me.
Other than that, thereās little else to say about Steed, and I meant that in a complimentary way. The team set out to make a good horse game in two weeks. They made that horse game, and itās pretty darn fun.
Dear Leader
Unlike its counterparts,Ā Dear LeaderĀ puts less stock in visual feedback for completing goals, and focuses more on giving the player complex choices as they step into the role of a despotic ruler. While many of these choices arenāt fully fleshed out in this prototype, it does a great job of showcasing Anna Kipnisā original vision for aĀ Papers Please-esque game sim game about tough decisions that affect peopleās lives in a very real way.
The player is given options regarding further national development in areas such as education, industrialization and health, as well as how to deal with enemies to the government, and the specifics of propaganda. I ended up playing as a fairly paranoid and meek leader; afraid to execute without significant investigation, yet wholly convinced I was being betrayed. The gameās defining moment really comes when deciding how to track down a traitor who appears to be one of your closest advisers. After surveying their activities with the secret police, one must make a choice before it is too late and they have assassinated their Dear Leader. Obviously there is only so much time to carry out your duties as a leader, so spying on the wrong ministers could be very costly.
The whole experience is accompanied by some pounding Russian anthems and a Soviet propaganda art style that feels at all times both intense yet slightly comedic, a tone which is mirrored in the gameās accomplished writing.
To my surprise, Dear LeaderĀ is actually the prototype Iād most enjoy playing were it developed into a full game. Everything is simply laid out for you, but your actions do carry a surprising amount of weight, even when its expressed through text scrolls, and Iām confident that these choices would become even more engaging were they given a full development cycle and a real budget. Also, I got to call my character President Cocknobs, so that was good.
Mnemonic
MnemonicĀ really shocked me when I started playing it. 2 Player Productions had followed Derek Brand and his team as a news helicopter might follow a highway pile-up.Ā MnemonicĀ seemed fairly heavy conceptually, and Brand seemed to struggle with relaying his ideas and expectations to the team. Without watching said footage though, youād never have guessed.
MnemonicĀ is a narrative driven noir adventure game, with a heavy focus on perspective based puzzles and connecting images. The player must rebuild their memories by exploring them and connecting missing pieces together (a fitting theme for Amnesia Fortnight). This involves focusing on objects and areas a laĀ LA Noire, as well as picking up items to solve puzzles. Some of the puzzles are fairly simple, but some are very well thought out and really had my brain doing somersaults. One particular key based puzzle made me re-think the concept of videogame keys for good, so thanks for that Mr Brand.
As is to be expected from a game with an artist for a Team Leader,Ā MnemonicĀ owes a lot of its atmosphere and inherent mystery to its black and white art style, as well as so wonderful lighting effects. That being said, some pretty nifty writing goes a long way too. For a team whoās main disciplines seemed to be art and mechanics, this story based puzzler was something pretty special.
Little Pink Best Buds
Ā Ah, Little Pink Best Buds. LPBBĀ is something that you really have to play to experience how utterly insane it is. Team Leader and Adventure Time/Bravest Warriors creator Pendleton Ward has a knack for taking something cute and loveable and giving it a dark, twisted core, butĀ LPBBĀ is something else. Essentially, the game is the Tellytubbies meets chatbots. The Little Pink Best Buds approach you in a sprawling green field, and you must type messages to them and eventually pick a ābest budā to take you to the house on the hill.
Of course, two weeks is not nearly enough time to programme a chatbot to accommodate every message a player might type to his bud, but the basics have been covered well enough. Each best bud is uniquely hilarious, albeit often-times equally scary and/or sadistic. Each comes with its own individual quirk or prop.Ā Thereās a hairy guy, a guy with a colourful bike (or Lor as he likes to be called), a guy with a dog, a dead guy etc. and each one is voiced by a member of the team. To say that these guys arenāt trained voice actors, theyāve done an outstanding job lending their vocal talents to these memorable characters, particularly programmer Brandon Dillonās creepy moustache bud, and Razmig Mavlianās rather touching portrayal of Big Leg.
I canāt in good conscience spoilĀ LPBBās twisted and surprising ending, but I can tell you it is like nothing youāve ever witnessed in a videogame. Truthfully, the entire prototype is like nothing I have ever seen or played before. I didnāt think a game could be hilarious and deeply disturbing all at once, butĀ Little Pink Best BudsĀ accomplishes both with ease. Bravo.
Amnesia Fortnight
To add a surprising twist ending to this piece, Iām naming Amnesia Fortnight the best game of Amnesia Fortnight 2014.Ā AFĀ opens up the otherwise secretive world of game development to an audience, warts and all. It shows us that gameās are created by people, not machines, and these people put a significant amount of passion and effort into creating the gameās we love to play. It also shows us that game devs are not āout of ideasā or recycling the same tired ideas, and nothing proves it better than a horse fighting game, a world leader sim, a noir puzzler about memories, and chatbot Tellytubbies.
I had so much fun simply keeping up with AF this year, and it proved a valuable and entertaining learning experience for me, one that I would recommend to anyone with even the slightest interest in games or game development. Derek, Anna, John, Pen, and everyone else at Double Fine should give themselves several pats on the back, you all did great.

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The DFers behind the winning pitches, Valentine's style.
People requested a female version of Derekās Age Model concept piece that we showed on Teamstream 3. Here you go! :D!
Weāve still got some time left and weāre going to be streaming more of Derek Brandās amazing concept art! Today heās going to be working up some ideas for how seasons could play out on the strategic map as the Epic Timeline flows.Ā
Click here for part 2 of the stream.