go back
1. | 2 | 3.

FORCED: an interview with BetaDwarf artist, Klaes Simonsen


By 3dtotal staff


|
(6248 Views) | 0 Comments
| Comments 0
Date Added: 29th October 2013

3dt: There's a mention of smart enemies too. Without spoiling how you did it, what's the coolest cunning trick you've seen one of the enemies spontaneously pull off?

KS: Our enemies all have an AI, with the ability of working together; for example, our 'Boomer' creature is an enemy that runs directly for the player and explodes and does damage when it gets in contact. When this happens, our 'Swarmers' know to stay away from the explosion and wait, before attacking the player right after the explosion. This adds an increasing level of stress to the player, which we love!

122_tid_BetaDwarf_wrathhoof_2_level.jpg
 
Wrathhoof was in a bad mood before well armed adventurers showed up to try to kill him

But to tell you a fun, unexpected element we hadn't planned for: In the trial 'Run For Cover' (chamber 2, trial 5) where we have a laser beam rotating in the middle of the level, we have an enemy called a 'Cleaver'. It is a big monster with an even bigger axe, which runs towards the player and when he hits the player, the player gets pushed away from the 'Cleaver'. We had a funny example where a 'Cleaver' would hit the player and push them back into the laser beam, instantly executing the player – which caused a lot of laughter.

122_tid_BetaDwarf_dessert_1_level.jpg
 
Some objectives are easier said than done

3dt: From the trailer we wouldn't have known that this game had come out of an indie studio rather than being a big-budget production – we can see why it's won awards! How did you manage to pull that off with limited resources?

KS: Our graphic department holds 5 people. An art director, two 3D artists, one animator and one VFX guy. So it's a small team with all the necessary abilities we need to form a strong and solid collaboration. The art style of the game takes inspiration from the art in games like Diablo and Darksiders. When we create objects for the game, we make sure that the object can be rotated and scaled in many directions so we can get full exploitation of any object we create. We do spend a lot of time on making our textures just right, so they can be reused on other objects. Low-poly objects and texturing is such fun to work with, as it challenges your modeling and drawing skills to the fullest.

Winning the award is something we are really proud of at BetaDwarf. It's a really nice pat on the back and to be honest with you, it made my day for months.

122_tid_BetaDwarf_dessert_level.jpg
 
FORCED features tricks and traps as well as enemies, such as these deadly beams of energy

3dt: Getting a little more personal, when you got in touch you mentioned that there was an interesting story behind how this game came together, something about annexing a university room for living quarters? What happened?

KS: When BetaDwarf started, they didn't have any money, so they moved into an unused university classroom during the summer vacation. But one morning after 7 months a teacher randomly entered the room and discovered eight guys in underwear brushing their teeth in front of a ton of hardware. They were thrown out and had to go home, resulting in a rapid Googling of the cheapest place to live in Denmark. Consequently, a few weeks later they collectively paid the rent of a very cheap but massive house in the middle of nowhere.

It was like a dream come true. They were 15 geeks in a house working on a cool game.

They stayed there for a year while making a successful Kickstarter and, finally, they left isolation and moved back to Copenhagen again (today only 4 guys live at the office).

Check out the full story here.

122_tid_BetaDwarf_team-photo.jpg
 
The cameraman has a gun in his other hand




< previous page next page >
 
1 | 2 | 3
Related Items.

Interview

Interview with iAnimate Games

3DTotal chat with iAnimate Games about their online training courses and why they're so passionate about encouraging the next generation of artists intent on wo ...

Go to galleries 1
Comments 0 Views 18781

Interview

Win a copy of Code-Artists' SciFi Pattern Generator for 3ds Max!

We've teamed up with Code-Artists to offer 10 of you the chance to get a copy of their super popular SciFi Pattern Generator for 3ds Max! All you need to do is ...

Go to galleries 1
Comments 0 Views 12670

Interview

Interview with 'The Keeper' creator, Ongie Ongushi

Popular graphic designer, Ongie Ongush, and creator of 'The Keeper', gives us the lowdown on his inspirations and working methods ...

Go to galleries 1
Comments 0 Views 2435

Interview

iClone 4 - free for every 3DTotal visitor!

For a limited time, all 3DTotal visitors can claim a free copy of iClone 4 to effortlessly combine video production with 3D real-time animation.f ...

Go to galleries 1
Comments 0 Views 11158
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment