Monthly Archives: August 2012
Here are some variations for residential houses which will sit within the branches and twigs of the Great Tree. We imagined how a single sculpling, duo sculplings or even a family of sculplings would love to reside in. Each sculpling occupies what it needs so that none of them will have too much or too few.
We have decided to create a new logo since the old one is way too similar with Animal Crossing and we definitely do not want to offend anyone (or even any aesthetics anywhere, in this matter).
During the process, we struggled hard since none of us is actually good at it at all. We managed to come out with the typography for the word “sculpling” nonetheless, but still yet to decide on the typography for ‘story’.
As you can see, we have selected our big 3 (they are literally BIG).
We further develop our Great Tree level by adding more details and variations. The first step we took was to take each level as a ‘village on an island’. This being said, every level has to have its own natural landscapes, body of water and food source to support any living creature within. Once it is considered habitable, we build dwellings on top of it and provide various types of buildings to give an indication of society living within these dwellings.
The most fun part is to create variants of buildings for different functions based on a single type of design. For this level, since most of its inhabitants are bird-like sculplings, we decided to design the buildings resembling bird houses in real life. We then create its variants by putting them together to make a gathering hall at the top, small and large residents throughout and industrial buildings such as granary and mine.
We purposely keep the image big so that you can enjoy the details of each part.
I did some diggings on our preliminary works and found this old 3d models that was initiated this whole project. I hope it inspires you as it did to me.
Taking a few steps back, we would like to give credits to a few other works which deeply have been and always been inspiring and motivating us.
The first one(s) is the hidden-object genre games which had been evolving into another form of story-telling application. It is the genre that gave us the question: “What if it is done in a 3D environment?”
Secondly, the cute and cuddly Ecodazoo.com ; We first saw it in 2007 and it struck us – Its visual aesthetics, control fluidity, user experience, plus its technical execution.
Lastly, the cute, cuddly and solid crafts of Erzgebirge (Ore Mountain). We could have used another post to just list down the meticulousness of this craftsmanship and yet we are pretty sure we could have overlooked the other aspects of its beauty.
We simply hope Sculpling Story will be a game that do these great works justice in the long run.