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November 10th, 2010

Behind the scenes – The Great Piggy Bank Adventure

At the cross road

Walt Disney Parks and Resorts Online contacted us after they saw “Get the glass” and wanted us to work on a project with them and T.Rowe-Price. They wanted to create a fun game for kids that also teaches them about finance.
Beyond that, the brief was quite open, and we worked on about 10 different concepts before we settled for one. And then we set out to develop the game together with the creative team at Walt Disney Parks and Resorts Online.

CONCEPT DEVELOPMENT
Concept sketch

Concept sketch – This was the first sketch to illustrate the concept that was later chosen. It shows slightly oversized characters fulfilling different tasks in a small town.

Concept illustration

Concept illustration – The illustration below was used to talk about the concept further: it would be a board game, there would be three different levels with different visual themes, and different means of transportations between the levels. You can also see that there were to be crossroads to vary the game, and what kind of landing spaces we were looking into.

Model construction and camera set up

A bit into the project we were asked if we could make the model into a globe. Of course we accepted the challenge. Here’s a rough sketch of the camera set up.

Building sketch b/w

Building sketch color

As many times before, we used the sketcher Anton to find the right look of the model world.

Physical test building

When the style was set we moved on to modelling, to show what modifications come with going from sketch to model. The island, the bridge, the tree and the house in this picture are physical, the water and surrounding landscape is 3D.


MAPPING OUT THE WORLD

Level 1- Fiscalville

Level 1 – Fiscalville

Level 2 - Wild Nature

Level 2 – Wild nature

Level 3 - The FAT City

Level 3 – The FAT City

MAKING IT A GLOBE

Our 3D-artist took the scanned sketches and stretched them over a virtual globe, then added buildings and finally sculpting the landscape.



BUILDING THE MODEL
Model building
Kenny is posing next to the barrel while it was still missing any landscape.
In the upper right the sketches of the model serves as blueprint for a styrofoam layout test.
Below that, the levels are taken off, leaving the strips between levels hanging, and then comes a detailed shot of the pirate ship in making.
In the bottom left Ted is seen working on the second level. Ted was responsible model maker and director at the shooting.
In the bottom right model maker Rickard is seen placing a bridge, 3D-artist Daniel is watching.

Close up on the pirate ship on the second level
Close up on the pirate ship when ready.

Level 1 - Fiscalville
Level 1 – Fiscalville
As you can see, we put physical landing spaces onto the model. The water though, was only painted to be out-keyed so there was more than enough 3D work already. The backdrop painter who did the sky had previously worked with Ingmar Bergman.

Level 2 - Wild nature
Level 2 – Wild nature
The different levels differed in weight, making it a challenge to turn the world at a steady pace while filming. To give us some margin to correct that, and also to be able to choose the exact speed of the turn later on, we filmed at high frame rate.

Level 3 - The FAT City
Level 3 – The FAT City
The city featured a number of details, including a replica of the statue “Lyftet” from our home town Skellefteå.

INTERFACE
Early interface
Here’s an early version of the interface, made before we even had started on the model. You will see the final version in the character section below.

CHARACTERS
Hand drawn sketches
Since 3D modelling is quite time consuming, we start off with sketches.

Character selection
High polygon characters seen in the interface at game start up.

At the cross road
The high polygon characters were also used in pre-rendered cut scenes in the game.

Character close up
We used badges with close up portraits between turns in multiplayer games.




Low polygon characters were used for the boardgame, where we used real-time 3D.




Tracking test with moving camera.

Boardgame view
Low polygon character as seen during game play.

PiggyBanks sketch
PiggyBanks during play
Being edutainment for kids about finance, the piggy banks were central to the game. They represented investment methods with different risks and the engine featured historical numbers to simulate returns for each one of them.

P.I.G. - Personal Investment Guide
The sketcher Therese Larsson worked with us on this project, among other things with the P.I.G. who lives in the upper right corner of the interface, giving advice both on the game and on real life finance.

Merchant iterations
The travelling merchant startet out as a quite shadowy character, but ended up as a rather nice guy.

Merchants car
Alternative sketches of the merchant’s car

Merchant's car shop
Sketch of the merchant’s car opening up to a shop




3D animation of the opening shop, with interactive layer on top

MINI GAMES
MINI GAME 1 – The Truffle Shuffle
The idea of the game was to collect as much money as possible, while avoiding spending it on candy thrown out by the wolf.
We took close up photos of next to every building on the first level, and stitched them together to create one long platform game level.
Click on the image to enlarge it and see the game-ground drawn on top.Mini game 1 - Click to enlarge
Mini game 1

MINI GAME 2 – Grab bags
The idea of the game was to collect money and place it in the piggy bank before the wolf got to them first and decreased it’s value – inflation.
We started with a photo of a model waste land – but reshaped it quite a bit in photoshop.
Mini game 2 landscape
Mini game 2 - finished

MINI GAME 3 – Hide ‘n’ Peak
The idea of the game was to put as much money as possible in as many different places as possible, to minimize the risk of loosing it all to the looting wolf.
We started with a shot of the model, taking in as much of the city as possible. Then we draw interiors of the buildings in Photoshop, making places to put money in. As a last step we added the coins and points in an interactive layer on top of everything.
Mini game 3 - shot of model
Mini game 3 - finished

That’s about it. Now go check out the game at www.piggybankadventure.com

  1. Wow, looking really nice!
    Respect the work and loving the great post.
    Nice detail all over the place, stunning.

    Cheers’

    - Simon

    Simon 2010-11-10 16:01
  2. WOW. Simply WOW.

    Diego 2010-11-10 16:08
  3. amazing work

    thomas 2010-11-10 16:23
  4. I hardly use this term to a webpage, but this is breathtaking!

    David 2010-11-10 16:50
  5. I wasn’t going to retire early. I might now.

    Steve Price 2010-11-10 16:51
  6. kill me now

    el rolio 2010-11-10 17:10
  7. Maton !!!! Amazing !!!!

    Caleb 2010-11-10 17:19
  8. Ok, I’m stopping now. That’s all folks.

    Fernando Mattei 2010-11-10 18:33
  9. Hello guys. Respect!

    I have a doubt. How long does it take make this?

    Said Wafiq 2010-11-10 20:50
  10. Thanks for share this information. This is GOLD!!!

    Ulises 2010-11-10 22:57
  11. Extremely sharp work, as usual.

    Lucian 2010-11-10 23:01
  12. ^_^’

    José Luís Marques 2010-11-10 23:07
  13. Hi all, and thanks for the response!

    @ Said: For projects of this scale, the concept phase vary from 1-6 months, depending on how well developed the idea from our client is to start with. And then it generally takes us 4-6 months to produce it.

    Linus 2010-11-11 08:35
  14. Your process looks really cool, I like the idea and the time and effort you have put in to the work. The final site is,
    I am very sorry to say, dissapoiting.

    Mark 2010-11-11 10:38
  15. This is inspiring!

    Gabe Abadilla 2010-11-11 18:33
  16. Just another fantastic add on to the Behind The Scenes series.
    I love physical model making!

    Rom 2010-11-12 10:20
  17. Incredible work! Amazing integration between photos and 3D images.

    Juan S Sanchez 2010-11-12 20:26
  18. This is an amazing accomplishment. And you guys are stars for documenting the process. This much awesome is rare in advertising. Check out meeshelle.com, I have a feeling she’d love to work with you guys :)

    David 2010-11-17 16:29
  19. Great work guys, excellent case study. Love the artwork, it’s advergame development at it’s finest.

    Chris Gander 2010-11-22 04:43
  20. Man, I truly respect the people who put the effort in this…(hands can’t stop clapping)

    Aaron 2010-11-26 09:09
  21. your work is always inspiring | impressive

    slovo Mamphaga 2010-12-18 12:21