Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Development: Difference between revisions

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==<br /> Game Design Document ==
==<br /> Introduction ==


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<div class="Quote">
{{Quote|Attrib = {{JaneJensenQ}}<ref>https://web.archive.org/web/20010628122734/http://www.gamespot.com/features/gabriel_dd/101497/101497.html</ref>
}}
Well here I am at the beginning of another new project - GK3 - my 5th. I keep telling myself I'll find some way of making my life easier. So far, the fulfillment of this promise eludes me, and the ultimate goal, the goal of reaching the audience with the story, keeps sucking me into the fray.
In this first entry at least, I'm not going to talk in happy terms of my daily routine. I brush my teeth just like you do, and I can't imagine that you really want to hear the million-and-one different directions I head each day. I thought instead that I'd talk about the industry a little and the business of being a designer, that is, from my POV, which is admittedly narrow.
Besides, to really have you understand where my heart and head are for GK3, I have to go back a bit to GK2.
</div>
&nbsp;
<div class="Quote">
{{Quote|Attrib = {{JaneJensenQ}}<ref>https://web.archive.org/web/20010715001855/http://www.gamespot.com/features/gabriel_dd/060498/page2.html</ref>
}}
GK3 needed this new engine and so did Sierra. The G-Engine is a fabulous piece of engineering and allows the game to look remarkable. But the programming end of the project has been focusing on building first the underlying engine (designed by Jim Napier) and now the game interface on top of the engine, which allows the game room programmers (the ones who actually put the scenes and puzzles together) to be able to use high-level functions like "move character" or "play animation x" instead of having to hard code x-y coordinates and other nasty and bug-prone lengthy low-level details for even small actions.
</div>
==<br /> Game Design Document ==
<!--
* [[File:PDF.png]] [[Media:GK3-DesignDocument.pdf|Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Design Document]] &nbsp; <span class="DLInfo"> PDF File [142 KB]</span> {{CitationReq}}<!-- <ref>[http:// Game Design]</ref><!-- <ref>[http:// Game Design]</ref>-->


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===<br /> Concept Art ===
===<br /> Concept Art ===


None available<!--
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{{Quote|Attrib = Official Gabriel Knight III Page<ref>https://web.archive.org/web/20000818062440fw_/http://www.sierrastudios.com/games/gk3/media.html</ref>
}}
;The Creative Process<br />
Before an item or character is placed in the game, the art team must decide on a "look" for that item or character. In the early stages of any game, the artists burn the midnight oil and prove that there will never be such a thing as a paperless office in the game industry. Here are some of their early sketches for Blood of the Sacred, Blood of the Damned.
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{| align="center" width="80%"
{| align="center" width="80%"
|-
|- align="center"
| align="center"|[[Image:-ConceptArt1.png|320px]]|| align="center"|[[Image:-ConceptArt2.png|320px]]|| align="center"|[[Image:-ConceptArt3.png|320px]]
| [[Image:GK3ConceptSketch1.png|320px]] || [[Image:GK3ConceptSketch2.png|320px]] || [[Image:GK3ConceptSketch3.png|320px]]
|-
|- align="center" valign="top"
| align="center"| Gabriel Knight 3 Concept Art 1<ref name="artist">Artwork by </ref> || align="center"| Gabriel Knight 3 Concept Art 2<ref name="artist" /> || align="center"| Gabriel Knight 3 Concept Art 3<ref name="artist" />
| Concept Sketch 1<br />&nbsp; || Concept Sketch  || Concept Sketch
|- align="center"
| [[Image:GK3ConceptSketch4.png|320px]] || [[Image:GK3ConceptSketch5.png|320px]] || [[Image:GK3ConceptSketch6.png|320px]]
|- align="center" valign="top"
| Concept Sketch<br />&nbsp; || Concept Sketch  || Concept Sketch
|- align="center"
| [[Image:GK3ConceptSketch7.png|320px]] || [[Image:GK3ConceptSketch8.png|320px]] || [[Image:GK3ConceptSketch9.png|320px]]
|- align="center" valign="top"
| Concept Sketch 7<br />&nbsp; || Concept Sketch 8 || Concept Sketch 9
|}
|}
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<blockquote>
===<br /> Game Storyboards ===
===<br /> Game Storyboards ===


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| [[Image:GK_Storyboard1.png|320px]]
| [[Image:GK_Storyboard2.png|320px]]
| [[Image:GK_Storyboard2.png|320px]]
|- align="center"
|- align="center" valign="top"
| Title Screen ||
| Title Screen<br />&nbsp; ||
|- align="center"
|- align="center"
| [[Image:GK_Storyboard3.png|320px]]
| [[Image:GK_Storyboard3.png|320px]]
| [[Image:GK_Storyboard4.png|320px]]
| [[Image:GK_Storyboard4.png|320px]]
|-
|- align="center" valign="top"
| &nbsp; ||  
| &nbsp;<br />&nbsp; ||  
|}
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==<br /> Game Transcript ==
==<br /> Game Transcript ==


* [[File:PDF.png]] [[:File:GK3GameTranscript.pdf|Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Game Transcript]] &nbsp; <span class="DLInfo"> &nbsp; PDF File [945 KB]</span> <ref>Text Extracted by [[:User:BBP|Bonny Ploeg]]</ref>
* [[File:PDF.png]] [[:File:GK3-GameTranscript.pdf|Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Game Transcript]] &nbsp; <span class="DLInfo"> &nbsp; PDF File [945 KB]</span> <ref>Text Extracted by [[:User:BBP|Bonny Ploeg]]</ref>


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* [[Gabriel Knight]]
* [[Gabriel Knight]]
* [[:Category:Game Development|Game Development]]
* [[:Category:Game Development|Game Development]]
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[[Category:Game Developer Notes]]

Latest revision as of 11:43, 13 February 2025


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Introduction

Well here I am at the beginning of another new project - GK3 - my 5th. I keep telling myself I'll find some way of making my life easier. So far, the fulfillment of this promise eludes me, and the ultimate goal, the goal of reaching the audience with the story, keeps sucking me into the fray.

In this first entry at least, I'm not going to talk in happy terms of my daily routine. I brush my teeth just like you do, and I can't imagine that you really want to hear the million-and-one different directions I head each day. I thought instead that I'd talk about the industry a little and the business of being a designer, that is, from my POV, which is admittedly narrow.

Besides, to really have you understand where my heart and head are for GK3, I have to go back a bit to GK2.

 

GK3 needed this new engine and so did Sierra. The G-Engine is a fabulous piece of engineering and allows the game to look remarkable. But the programming end of the project has been focusing on building first the underlying engine (designed by Jim Napier) and now the game interface on top of the engine, which allows the game room programmers (the ones who actually put the scenes and puzzles together) to be able to use high-level functions like "move character" or "play animation x" instead of having to hard code x-y coordinates and other nasty and bug-prone lengthy low-level details for even small actions.


Game Design Document


Concept Art

Official Gabriel Knight III Page[3] wrote:
The Creative Process

Before an item or character is placed in the game, the art team must decide on a "look" for that item or character. In the early stages of any game, the artists burn the midnight oil and prove that there will never be such a thing as a paperless office in the game industry. Here are some of their early sketches for Blood of the Sacred, Blood of the Damned.

 

File:GK3ConceptSketch1.png File:GK3ConceptSketch2.png File:GK3ConceptSketch3.png
Concept Sketch 1
 
Concept Sketch Concept Sketch
File:GK3ConceptSketch4.png File:GK3ConceptSketch5.png File:GK3ConceptSketch6.png
Concept Sketch
 
Concept Sketch Concept Sketch
File:GK3ConceptSketch7.png File:GK3ConceptSketch8.png File:GK3ConceptSketch9.png
Concept Sketch 7
 
Concept Sketch 8 Concept Sketch 9


Game Storyboards

File:GK Storyboard1.png File:GK Storyboard2.png
Title Screen
 
File:GK Storyboard3.png File:GK Storyboard4.png
 
 


Game Transcript


Developer Notes

within the game's barn (*.BRN) files are some developer notes and documents.


References


Related Links