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Thread: 17.08 The Making of: Events

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    17.08 The Making of: Events

    The Flower Festival just came to a close, and it was a blast! All those pretty decorations, charming fish, and blossoming flowers! Ever wondered what it takes to create all that beauty? We asked our development team some of the questions you sent in about events, and here are the answers we got!

    How many people work on event concepts? How does the team come up with ideas?

    Usually a team of few game designers and a producer work on a concept. They discuss the central idea and try to take into account our players’ preferences to create something they’ll be able to relate to.

    Our main source of inspiration is holidays, of course. We choose ones we think will appeal to the majority of our players and brainstorm from there. Sometimes it’s really obvious what holidays to pick, like in the case of Halloween or Christmas. Other times we make a holiday up — just like we did with the Flower Festival (and with something else that is coming your way soon)!

    What things need to be created for events?

    There are three core elements that make up an event: interfaces, decorations, and fish. Each of these elements goes through several stages of development before getting added to the game.

    How do you design the decoration sets for events?

    The process is similar to the creation of decoration sets for aquariums. A single game designer creates a story that can be explored through several objects and characters. While creating the Flower Festival, for example, we were inspired by the Hanging Gardens of Babylon. We took the basic idea of a princess and her gardens and gave it a Fishdom twist: the Beefish garden, underwater flowers and plants, and other marine decorations.

    How are the fish for themed events created? Who works on their characters? Have any of them got real-world prototypes?

    When we create an event fish, we always think of it as the main character. Take the Flower Festival — our blooming garden certainly needed a radiant princess. And who loves flowers more than bees and butterflies! So, the choice was really simple

    The fish’s character and behaviour is usually created by our game designers. Our finned friend doesn’t necessarily need a real-world counterpart, some of its features might be entirely made up.

    What does it take to draw a fish and then animate it? How do you work on different fish emotions and moods?

    Creating a fish is a complex task. First, our concept artists make a sketch of the new fish. It can either be the stylization of an existing real-world fish or something unique. This stage usually takes a few days.

    When the sketch is ready, a 3D artist uses it to create a 3D model and textures for the new fish. The artist then builds a skeleton associated with the model.

    In the last stage, different animations are created. This stage defines the way the fish will swim, eat, show emotions, and so on. The face of a fish usually resembles that of a human, so the animator refers to human emotions, like joy or amusement.

    How is event currency created? Who develops it?

    The key element here is the imagination of our game designers. They analyze the main concept of the event and come up with ideas for the currency. It’s usually a long list! It gets passed onto the artists, who pick the most appealing ideas and develop them further. After that, we choose a final concept and wait for the green light from the producer.

    How is music for an event written?

    The first step is playing the game. The sound designer studies the event and creates a concept for the piece they’re going to create. They then prepare a draft version of the new track, which is usually about 30 seconds long.

    If the draft is approved, a full-length version of the track is created. Our programmers then put it into the game, and with that, the track finally makes it into the event.

    How exactly do you add an event into the game? What are the steps in that process? How much time does it take to review and test an event?

    First, our programmers create a kind of base structure for the event. Everything that forms the event – the interface, event currency, special effects, sounds, decorations, and fish – is then added to this structure. Our art department then gradually produces the graphics for the event to create an almost finished product.

    Then we pass the complete event on to our game designers, producers, and testers. Together they review the event over the next two weeks. Small improvements and bug fixes are made during this stage.

    After that, we have a complete and colorful event!

    The process is captivating, isn’t it? Would you like to hear more behind-the-scenes stories? Let us know what secrets we should reveal next!
    Last edited by Lyuba Mashkarina; 08-17-2018 at 01:07 PM.

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