Daily Magic Productions,
creators of the Dark Dimensions series, is constantly striving to prove
that they’re not a one trick pony. The studio’s other franchise, Sable
Maze, is back for its third outing, and this time, the game has taken a
decidedly fantastic turn. But how did Daily Magic arrive at such an
idea? I sat down with them to get the whole story!
As work on Sable Maze: Norwich Caves was winding up, Daily Magic was
trying to find their next game idea. One of the artists brought in a
poster of a classic Alphonse Mucha for inspiration. That same week,
several team members started to notice items had gone missing from
around the office. They were all small, inconsequential trinkets,
supplies, or junk… but the sheer number of missing items started to
bewilder employees. Even more alarming was that their entire stock of
office cookies mysteriously dwindled within two days! Several of the
artists also began to find small piles of a strange sparkling dust lying
around desks and windows. It wasn’t long before a new friend, and the
inspiration behind Sable Maze 3, made herself known.
You see, one of Daily Magic’s producers was surprised to learn that
she had her very own fairy godmother! Sensing the frustration caused by
the creative block in the office, the fairy godmother, Gryzelda, had
come to sprinkle a little of her fairy dust on the team. But fairies
also like to cause mischief, and no fairy can resist a good cookie. Once
caught, Gryzelda agreed to help Daily Magic create Sable Maze 3… if she
could be part of the game. And so, Sable Maze 3 would take place in the
fairy world, and Gryzelda would be the inspiration for all the fairies
in the game.
On Gryzelda’s advice, a strong art nouveau style was adopted for the
game. Because of the timing between the addition of the poster and the
arrival of the fairy, Alphonse Mucha’s art became the key visual
inspiration for the game world. On top of inspiration, there were
several things that Daily Magic wanted for their newest game. They set
out to create striking, fantastic visuals unlike anything in their
portfolio and to show a strong transition between a “real world” and a
fantasy world within the game. That contrast between worlds was an
important concept for Daily Magic in creating Sable Maze 3, and they
wanted to reflect that contrast in the narrative as well. The
motivations of the antagonists had to be written in a more interesting
way. Instead of a definite “bad-guy,” the team felt it was important to
show a relatable mixture of emotions and reasoning for the villain’s
actions. This also meant crafting a story where the plot could be more
open, allowing for twists and turns to engage the player. With the world
finally decided on, and the artists ready to begin their work, Daily
Magic’s journey to the fairy world could finally begin.
With every game, team members gain new skills and knowledge and
improve their ability to create breathtaking experiences. This time,
every member of the Daily Magic team learned a little something. The
artists are now fluent in the art nouveau style. The designers learned a
lot about combinable objects and implemented them for the first time
ever in a Daily Magic game. You may remember the well-loved cat helper
from Ominous Objects: Family Portrait… What you might not know is that
Sable Maze 3 was actually the first Daily Magic game to integrate an
animal companion. This meant the designers spent a lot of time coming up
with interesting and exciting ways to use the new little helper.
Opening the game with a plane ride pushed the animators to discover
new ways of using their tools to create awesome effects. Everyone liked
this animation so much that the team added another flight later in the
game! This also led to more passion from the animators and artists when
creating the characters – they especially hope that players will
remember Queen Mab after playing. The same passion went into the myriad
of furry creatures that inhabit the world of Sable Maze 3. The team
loved them all so much that they decided to add a bestiary to the game
so that players can enjoy the, too.
Of course, making games is no easy task. Even with all things
learned, some aspects of development don’t always go as planned. Sable
Maze 3 went through many changes and adjustments to become what it is
today, and every change made the game better. The game was created
through what Daily Magic calls “collective intelligence,” meaning that
the whole team was pushed to give insight and opinions on the core
design. Every animator, programmer, and artist had input, and that
resulted in a much stronger game. Sometimes, it even allowed animators
to put a little bit of themselves in the game… literally!
Daily Magic Productions takes a lot of pride in this installment of
Sable Maze, and sincerely hopes that players can see all the hard work
and heart that went into crafting the game. Even though they had a
little bit of help from their magical friend, each team member really
poured himself or herself into the project. Their parting words for the
audience were a hearty “Thank you for playing!”
Thursday, July 24, 2014
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