April 20th, 2008
Braid is a time-bending video game by Jonathan Blow, for which I’ve created the graphics. This ongoing series of articles aims to explain some of my thoughts and processes for those interested.
• Part I: Early Abstracts
- Some of the first work I did on Braid were these abstract experiments in color and mood.
• Part II: No Shame in Tracing
- One primitive screen shot receives multiple divergent treatments.
• Part III: World 2 Comes First
- How we settled on the look for the first world, and started to produce useable assets.
• Part IV: Developer Mode
- Behind-the-scenes of how my illustrations are assembled into worlds.
• Part V: The Emotional Experience
- Art is not just visual; it is emotional.
• Part VI: Castles and Flags
- A descent into madness.
• Part VII: The Title Screen
- Wonder where title screens come from? It’s not the stork…
• Part VIII: Tim’s House
- Numerous considerations influenced the design of this key location.
• Part IX: World and Story Screen
- This unique area was built primarily from particles.