With the Unity and Animate is always a big adventure to make a hand painted, funny and epic game, which was completed in late 2018, Dragunov played a vital role in imagining how war and funny content could be married together in a mobile “piece of art”.
One of those concepts was the exploration of military units showed in comic - cartoon style. This idea would be shown with a touch pad controls on your device, and for us as developers it’s always hard to put anything cause you will close all the icons by your finger. Add to that a concept of a ‘big circle menu’ – for build your turrets, and you will find a restrictions of the level design. But overall all that things gives a lot of new mechanics to game play. Essentially User Interfaces right now is perfectly located to representing the panacea of fast game play.
Do you like tower defense game and want to try out the ultimate defense experience? Welcome to Modern Defense HD, a game that pits you against hordes of enemies constantly attacking your base.There are dozens of levels to get through and you need to do everything in your power in order to win as fast as possible. It won’t be easy, but you have to use all your skills and strategy to push through and eliminate all enemies.
How to play?
The way you play Modern Defense HD is easy. You will have a starting point and an ending point for every level. Your target is to keep the enemies as far as possible from your base. In order to do that you will have to place up to 8 different types of turrets along the enemy path.All turrets attack automatically, so all you have to do is to place them and upgrade them as you get more and more coins. You will start with just a few turret types, but as you play you will unlock moreand more. Some turrets slow down enemies, others are specialized on attack.
Impressive visuals
Modern Defense HD features 2D hand painted art which makes every different location seem vibrant and realistic. Our game also has different characters in turrets, each with their own animations. All of these, combined with the outstanding color palette make this game a pleasure to look at!
Strategist and win
You need to find the right type of turrets and combine them in order to achieve the best possible results. Modern Defense HD offers you an amazing game experience and it gives you a resounding,powerful set of benefits all the time. There are multiple weapons and landscape options, so you can easily try out new strategies as you play.With these amazing defense tactics you will have no problem getting great results and explore new opportunities. Since every weapon has its own fire range, blast radius, rate of fire and firepower, you always get to try out new stuff until you find the right option for that level.
Limited resources, so show off your might
Every level comes with limited resources, so you will have to manage them efficiently. It’s important to know what you are spending and how, as that will end up being the main challenge here. Modern Defense HD does a very good job at bringing you exciting and creative ideas to explore all the time.With Modern Defense HD you always get upgrade your current units and enhance their capabilities.Modern Defense HD is the perfect game for tower defense enthusiasts and people that love a great challenge. Try out your TD skills and improve them in this cool game today!Features:
•Intense tower defense gameplay
•8 different tower types to choose from
•Dozens of levels to choose from
•Spectacular visuals and music
•Easy to play, hard to master
•Multiple game speeds
Sergei Dragunov and platformer games have always been a thing; there’s been a fascination between the two you might even call it an obsession – for over 10 years. So when, while 2017, Sergei fell in love with an Bomberman from his new Nintendo 3ds and guys with big hat like a Indiana Jhones, he knew the time had come for the world to meet a character that has longed lived in his mind: Cyber Dude.
Initially, Sergei conceived of the Cyber Dude as the star of a big platformer game with all the traditions included, but all proved to be too expensive to fund. As a creative, Sergei knew that letting an idea sit unexpressed can erode at your spirit; so he turned to a prototype proof of concept – an Art Project of sorts – aimed at exploring themes of space, 2d keyframe animation, revelation, primal attraction and metamorphosis. With bold colors and the use of light create a vividly captured world of geometric mystique.
After a several beers at “Estonian Game Developers Asociation” meetup, Sergei was honored to ask Mikka Kulmala to help him with realisation of that space junky Idea.
And we jump in to unreal engine to work with.
First prototypes was created for mobile with idea to use a turn based walking system.
Super collaborators Miikka Kulmala, conceived a variety of practical experiments, researching elements and ideas on implementation, relax atmosphere, solid colors, smooth movements and good design. The main motivation for these experiments was to create the game for us. Not for earning money or gaining some prizes
To accomplish this, Sergei make a decision to remove turn based stuff and start to focus on a normal PC game.
Info:
Working on storytelling and aestetics is certainly one of Snail's favorite thing to do. We spend hundreds nights playing with a variety of different styles and ideas and now I see how experiments will give a new direction of graphics and style. Last theme from my though process was to merge a traditional sculpting with 3d and digital graphics
FROM PAPER TO PIXELS
Our good friend Rimma Romanets was involved in the first creation of the idea to make a game with a real materials for a cartoony characters. We have created a pitch document with synopsis of the story splitted on the parts. Then main idea was to translate a real materials into UNITY game engine. First concept was based on a crunched paper and other real materials with the real time light sources. This paper world which could then be explored in real-time using a game controller interface - ultimately rendered using the real-time Unity engine.
image
Information from old ages
Being very interested in Peper material and concept to make all the things in crunched style. All those folds and textures will have information from us about our movements and space in time in the studios. Also any paper texture can have information from many places from our globe. And that's amasing! How many things we can get with that beautiful material.
for the Love of paper works
Lead Designer: Mihhail Nikiforov
Art Director: Sergei Dragunov
In the end of 2016, Alexei Aro and Javelin studio approached Sergei Dragunov to contribute art for a mobile room escape game. They gave me a total freedom on the style and setting. I’ve took this opportunity and decided to put all my effort for make a good product with eye-catching style. The objective was to visualize an art with a sense of unfinished sketching style - where pencil lines would give a life in to final digital paintings. S Dragunov brought along the one and only story master Mikhail Nikiforov for the ride, working together to craft a good puzzle game connected to story. Aleksand Kuhhar, who was a director on Spotlight room escape game, was our mentor and advisor for all the puzzles, and storytelling.
Check the game here:
WORKING BEAUTY
The team paid special attention to the interior environments deep inside the mines. They wanted to make sure all the dust and grunge atmosphere was made in one color palette, with visibility of the pencil that made it feel worn and used. Second issue for me was to generate output image as a digital artwork but with the traditionally created outlines, which gives a life to screen. I decided to split production phases to 4 parts.
1. I made all the things in the raw format with loosely outlines. For making easy any changes what I want in the future. Then I gave all the backgrounds to Mikhail who made all storyline bases on graphics.
2. Using photoshop to add more details and props on those raw sketches I printed it on paper and put it on animation light table. Then I made a cleanup version with pencil. Without eraser, In my opinion all the bugs and corrections give so much appealing for the screen.
3. Scanning cleanup art and colorizing in photoshop, using brushstroke technique. To give a life for screen I prefer to use photo textures on artwork. Then I move a line art layer to the top with multiply option.
4. Adding ambient occlusion map. This part was like a magic trick for me. I put a screen to Modo (3dsoftware) and model all the things in orthographic view, based on a sketching artwork, with all the broken perspectives.
5. Render final 3d geometry with a different light setup. Main goal here to have soft shadows for giving enough depth information for an output image. Then I drop output image as a multiply and overly with different settings.
Engine
The most important component of our game was the engine, which was carefully provided by Escape Factory. Anton Nefjodov was the main guy behind that.
SOUND DESIGN
Visualizing the game at such a traditionally created piece of art. The sound design team with Aleksandr Gurjev and Vitali focused on creating the sound based on the real objects and movements around us.
Credits
Art Director: Sergei Dragunov
Production Company: Fat Snail studio
Game Director: Mikhail Nikiforov
Lead Compositor: Aleksandr Guriev
Outsource Designers: Nika Tomenko, Vitali Balahnichev
Lead 3D Artist: Sergei Dragunov
Info: While working as an Director at Fat Snail on Flowerman, S Dragunov helmed a team of ridiculously talented artists to make that project completely fantastic and original.
Production
First collaboration with Mr. Mikhail Nikiforov ( credited as Storyboard artist ). We made first concepts after several brainstorming sessions. Concept was created with a very deep meening. Behind this story we hide most important message of mankind. Message about our scares, and how often all the horrible things just don't give a chance to do things. This powerfull project was my breakthrough from basic artist to creative mind.
Collabrations gives me studio
As my life explodes, the production flies through a fantastic hyper-real, space. This environment gives me good friends everywhere with most talented minds and creative fields. Our ideas was twisted in the really huge and beautiful piece of magic world. The world of art and creation. Most influence and confidence was goes from Julia Yakovleva. Without her passion to make beautiful thing, I have never been achieve my goal to finish this film. She truly helped me with all the backgrounds and color corrections.
My idea was not to make this film but generate it from our brainstorming sessions. And we make that! Only one thing harms on me so much: Budgeting
Production design
To Build an environment we have used flash (animate) for gaining stright ahead animated story reel, based on a raw sketches. Because of that we cut a story boarding from production instead of that we have spend much more time on motion in the story reel.
Gif
All the backgrounds created on a solid silhouettes. I made all of those with illustrator, then I used vector layers as a masks for colorizing all the stuff with brushes in Photoshop. Most important part here was to got acceptance from Julia on colors. Only after that we start to paint with Photoshop
I decided using crowdfunding as a money source for our project. Mission was to rent a studio and give all what I can for our contributors. We earned around 2000 euro on that. I create a design for some magnet toys. All of those was created by handy craftsman Jekaterina she made 2 different sizes. First was made with plastic. It was just a flower with text: I love flowerman. Second was flowerman's sillhuette woven from threads.
Most expensive stuff for our contributors was designed watches from "upstairs" design studios (link). I have made design for watches and they helped to cut it from vinyl plate. Now I understand how Rare this clock. Mine is already broken :)
(pictures)
I designed avatars for friends who share our project, it was fun to recieve a tons of mails about avatars.
Sound design and music
Another journey was to create a sound design and music for animation. First concept was injured by Aleksandr Guriev wich one was really interesting and original. It was a really Oldschoolish jazz mixed with the harmony of new age.
But at the end we decided to use some original music. Then we start working with Aleksandr Zhedelev, who already experienced sound director and composer. We met in studio and he shows an idea to collaborate with (name) Piano, A. Paal, Sharapov - drums. At the end we have a great soundtrack