Category Archives: Projects

Grimm Buildings – DynoBait

So far all the Grimm concept images I’ve posted have focused on characters. But as I’ve mentioned before, everything in the game is built in twos – light and dark: Characters, vehicles, props, and buildings. Here you see an example of a building from the game.

BaitShop

This structure is taken from the episode based on “The Fisherman and His Wife”. It’s featured in the scenes where the Fisherman returns to the Magic Fish to ask for greater and greater wealth/power for his wife.

This is an episode that is currently in the Concept->Alpha phase. During this time an individual level designer will spend 6 weeks building the basic terrain, locking semi-tuned game play, placing all the major narrative scenes, and inserting 90% of the final art assets/sounds/particles/etc.

Burnt Blacksmith

Today I’m working on the script and “scene listing” for a Grimm episode based on “The Boy Who Went Forth to Learn What Fear Was”. So I thought I’d post a bit of artwork related to that episode. Here you see the light/dark version of a blacksmith worker from the opening scene of the episode. These guys get theirs when the happy metalworks they’re laboring in turns into something straight out of Mordor.

Burnt Smith Worker

Internally, we refer to this episode as “BoyFear”. Other lengthy tale names also get shortened, “Cinder”, “NoHands”, “FishWife”, and “DevilHairs” being some fine examples.

For each episode we tackle there’s a tremendous amount of documentation generated. Adapted narrative drives episode design documents, VO scripts,  cinematic scene scripts, asset lists (NPCs, objects, terrain textures, sky boxes, particles, sound effects, etc), task lists, programming requests, AI updates, schedules, MS Project files, and so forth. We treat each new episode as a virtual stand-alone project, and separate creative, production, and tracking information as such.

Episodic production certainly has its interesting differences from traditional single-box-product development. One of these days, when I find time, I’ll get into some more detail on the differences.

Headless Bunny

One key rule we’ve learned while building assets for Grimm is to push for more interesting transformations. People playing the game tell us “greater contrast between light and dark = more interesting.” Early on, “light/dark” was communicated with distinctly different textures, but somewhat similar geometry. These days we’re trying to build assets that reflect equal changes in geometry… and in behavior. This rabbit is a good example:

Headless Rabbit

When this guy is converted, not only does his texture change, but his geometry as well. AND with a character like this you’ll see his behavior change – from a hopping movement to a jet-powered rocketing movement.

Take that silly rabbit!

Dirty Baby

Since yesterday was my birthday, I figured it would be appropriate the post a baby today.

Dirty Baby

Human characters like this baby often get re-used between episodes in Grimm. Unless the character is visually or narratively unique – like a Red Riding Hood or Cinderella – we don’t see much point in wasting effort on modeling tons of individual characters. Villager001 can stand in for “guy fishing” most of the time.

That being said, one of the great things about Grimm is how visually distinct each new episode is. For each episode our artists produce close to 70 new models – buildings, characters, plants, animals, and other miscellaneous items.

Sad Cat

Concept art is awesome. Over the past few months the Spicy Horse concept artists have generated nearly a thousand unique bits of artwork to drive asset production for Grimm. As a general rule, nothing in Grimm gets built without first being represented in concept. Up until today we were unable to show much of this amazing work to the world, but now all that’s changed.

Grimm Cat


Here you see a sad cat. Like all assets in Grimm the cat has both a light and a dark version. That means that each object in our world actually has to be built twice.

I’ll try to post an image a day from now on. Enjoy!

Roger Jackson – The Voice of Grimm

At the start of the Grimm project I had the idea that we’d manage to record 99% of our voice over work in-studio. Our office has a dedicated sound guy, a beautiful sound recording room, and everything else necessary for the task – except one thing: voice talent.

The team tried a few times to capture the “voice of Grimm” as well as various NPC dialogs. What came out of our efforts was random one-liners for NPCs, stuff like “Ahhhhg!”, “Noooo!” and a distinct feeling that we wouldn’t be able to do this thing on our own.

Enter Roger Jackson. You may know him as the voice of Abraham Lincoln in “Sam & Max Season One: Episode 4: Abe Lincoln Must Die” (which, it turn out you can check out free on Gametap!), Mojo Jojo from Powerpuff Girls, or Dormouse, Jabberwock, and Cheshire Cat from “Alice”. His work is legendary and excellent.

Yesterday, we received the first batch of VO work from Roger.

Check it out here: Roger-Grimm-Jack

jack_fix

(Jack concept image from the “Jack and the Beanstalk episode of Grimm)

To say I am excited would be an understatement. What you are listening to is Roger acting the part of our main character Grimm, who is introducing the tale of Jack and the Beanstalk. This is how each episode of Grimm will begin – an introduction to the light version of a fairytale. Grimm (aka Roger) presents the tale in puppet theater format, acting out all the voices in the story.

To hear Roger as Grimm doing the voices of Jack’s mom, the singing harp, the Giant, and others is pure joy. It’s great to have him on the project.