Nothing Special   »   [go: up one dir, main page]

Far Lone Sails - Digital Artbook PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 37
At a glance
Powered by AI
The document discusses the development of the video game FAR, including character, vehicle, and world design concepts. It also provides background on the development team.

FAR is a poetic video game that focuses on atmosphere and making the player think about their place in the world. It explores how nature and technology shape both individuals and the environment.

The main character is Lone Henriksson, whose father and uncle were involved in creating vehicles and buildings in the game world before it was struck by disaster.

CHARACTER | 1

DIGITAL ARTBOOK
CHARACTER | 2

PREFACE
When I first saw one of the early key visuals of FAR
in the summer of 2015, what struck me most was its
iconic power combined with its stunning portrayal of
a harsh nature.
FAR for me has always been a piece of art that I
wanted to explore. It is deeply poetic and focuses
on atmosphere rather than mechanics. It opens the
medium of video games to a wider audience without
­neglecting its gaming culture heritage. FAR’s greatest
achievement is that it makes the player think about
his place in the world and how nature and technology
shape – not only each and every one of us – but the
environment we are a part of.
There are undeniably some rough edges in FAR, but
that is part of its wild beauty and what makes it so
unique. We hope that the art of FAR will inspire you
as much as it inspired us.
Happy sailing!

Benjamin Feld, Munich 2018


CHARACTER | 3
CHARACTER | 4
CHARACTER | 5
CHARACTER | 6
CHARACTER | 7
CHARACTER | 8

CHARACTER
Cast into a broken world, devoid of purpose.
Little of her remained unshattered.
Her past buried beneath sand and rubble.
Shredded canvas must suffice as Lone
Henriksson sets her sails.
CHARACTER | 9

Character Design Progression:


The character’s arms were dropped in
favor of simplified animations. As the
character is displayed very small on the
screen, the shape and colors had to be
easily recognizable. The outfit is inspired
by typical sailors’ oilskins.
CHARACTER | 10

Some sketches, to figure out how other people would Early sketches of the player character, Lone Henriksson,
possibly look. But they never made it into the game. without headgear, showing a bit more of her characteristics.
CHARACTER | 11

A tale of ambitions, efforts and regrets.


The tale of the two Henriksson brothers.

The brothers – Lone’s father and her uncle – were


heavily involved in the creation of most of the modern
vehicles and buildings in the game. Several different
types can be found in the game world.
CHARACTER | 12

In-game billboards and posters advertising new The logo of “Henriksson


settlements and inventions. and sons”, the company
of the two brothers.
VEHICLES | 13

VEHICLES
The time for this type of vehicle passed as
quickly as it had come. The promise of com-
mercial success washed away with the great
falling tide. A symbol for the downfall of family
and business. And yet, the only hope that
remained for Lone.
VEHICLES | 14

Early stage vehicle concepts:


The design of the vehicle was one of the most import-
ant tasks, early in the concept phase. It needed to be
appealing and innovative, yet functional for the game
mechanics. Early prototypes had some sort of legs
­instead of wheels.
VEHICLES | 15

The vehicle was meant to combine characteristics


of a machine and some kind of beast. Later vehicle
concepts played with the idea to build or repair it step
by step during the progression of the game. This was
discarded, so the player could enjoy most of the func-
tions early into the game, especially the sail.
VEHICLES | 16

This vehicle version with


legs was the final concept
before the first 3D Model
was created.
VEHICLES | 17

The vehicle, called Okomotive, kept changing quite a


bit during development. Each room has its function
and needed to be easily accessible. A lot of informa-
tion had to be displayed via the interior.
VEHICLES | 18
VEHICLES | 19

Steam Pressure Release Sail Launching Mechanism Weather Vane

Repair Module Fire Extinguisher


Crew Cabin Odometer

Flotsam Converter
Flotsam Collector

Bow Hoist
Stern Hoist Fuel Loader Crew Elevator Anchor Brake

Engine Power Up Speed-o-meter Fuel Tank Damage Indicators


VEHICLES | 20

The 3D Models for the vehicle. The interior


consists of many separate parts which are
animated while driving.
VEHICLES | 21

Concepts of different vehicles, that where built by


Lone's uncle. The smaller ones are modular cargo
transport vehicles.

The massive vehicle on legs was called „Landcruiser“


during development. In the game the player will
pass by the wreckage of the first „Landcruiser“ that
crashed on its maiden voyage.
VEHICLES | 22

An early concept of the Landcruiser interior. Practi­


cally a large moving level within the game, the puzzles
found here share similarities with the driving and
fueling mechanics of the Okomotive. It was a great
challenge to design this enormous model with areas
for both the p­ layer character and player vehicle.
WORLD | 23

WORLD
Once a thriving place, home to an industrious
maritime people. Struck not by sudden
disaster, but relentless creeping change.
Its inhabitants unable or unwilling to adapt.
Their fate forced by nature.
WORLD | 24
WORLD | 25

The house Lone grew up and lived in until her


father’s death, which marks the start of the game.
The house was partly used as a workshop by her
father, until the space became too small. Over the
years it got damaged by several storms.
WORLD | 26

Concepts of a mountain
range with volcanic
activity.
WORLD | 27

Different rough sketches


and the final design for a
rope bridge in rough terrain.
WORLD | 28

Concepts of a ruined
swamp industrial and
housing area.
WORLD | 29

Concepts of an
abandoned industrial
area with a railroad
connection.
WORLD | 30
WORLD | 31

Buildings which the player is able to enter were


originally conceptualised for a more distant point
of view. The option to zoom in (and out) was only
added later during development. As a result, later
versions of these buildings had to be much more
detailed.
WORLD | 32

Miscellaneous building concepts.


Vehicle for scale.
WORLD | 33

Concepts for water tanks,


several buildings and the
wreck of a submarine.
WORLD | 34

Different rough sketches


and more detailed concept
for the “Henriksson and
sons” factory.
TEAM | 35

BEHIND
THE SCENES

Left: FAR at Gamescom 2017 Indie Arena

Center: Goran, Martina and Don at the


2017 IGF Awards Show

Right: Goran and Don at E3 2016

Production of music and sound effects


for FAR: Lone Sails.
TEAM | 36

COMPANIES

Okomotive is an indie game studio based in Zurich,


Switzerland. Founded in 2017 by Don Schmocker and
Goran Saric, Okomotive has been working on its
debut game “FAR: Lone Sails”.

Mixtvision is a multi award-winning media production


and publishing house founded in 2006 and based in
Munich, Germany.
TEAM | 37

DEV TEAM ARTBOOK TEAM


Don Schmocker Creative Lead & Game Designer Sebastian Zembol
Managing Director
Goran Saric Tech Lead & Game Designer Benjamin Feld
Director Digital & Transmedia
Martina Hugentobler Artist & Animator Frieder Römmelt
Project Lead
Philipp Stern Artist & Level Designer Julia Herrmann, Layout
Fabio Baumgartner Programmer & Sound Designer Dennis Fung
Joel Schoch Composer & Sound Designer Benjamin Feld, Editors
Frieder Römmelt
Alexandra Palme Marketing

This book features artwork by


Don Schmocker,
Martina Hugentobler

Published by Mixtvision, 2018

You might also like