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The Creative Spark: Grant Skinner, Interactive Developer

The Creative Spark: Grant Skinner, Interactive Developer

with Grant Skinner

 


Grant Skinner is an innovator who thrives on pushing through problems and is inspired by the unknown technological possibilities ahead.

As the CEO of gskinner.com, a rich interactive design firm based in Alberta, Canada, he loves playing with technology in a research and development role. It was his passion for exploring new frontiers that led him to the Internet, where he began building content that no one had seen before.

Grant first rose to prominence as a notable Flash developer while his growing company delivered projects for agencies, startups, and corporate clients including Adobe, Microsoft, Google, and Facebook. He found the opportunity to challenge himself again with HTML5. Grant builds demos to show where the technology could go, and source tools such as CreateJS that enable others to push the boundaries of HTML5. By creating and sharing tools that empower the digital community, he facilitates the spread of creative content around the world.

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author
Grant Skinner
subject
Web, Interaction Design, User Experience, Documentaries, Game Design, Programming Languages, Creative Spark
software
CreateJS
level
Appropriate for all
duration
31m 35s
released
May 17, 2013

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The Creative Spark
Preview
00:02 interested in, no one's ever going to pay you to do them.
00:05 Building games is sort of the ultimate test of any technology.
00:10 I always had this dream to build a game development company, where a very small
00:13 team of people could build a really cool game, and have a lot of ownership over
00:16 each of the components. (MUSIC) Sean: We can go crazy, we can
00:20 have, like, five minute idle animations, and that would be just totally impossible
00:24 if we were doing like traditional keyframed animation.
00:28 Mike: Because there's no cost to me having extra animations, I can give more
00:30 character to my characters. Male: We build little tools that help us
00:35 with very specific purpose issues, and we build these big tools, things like
00:38 Toolkit, so we can release that open source, so that other people wouldn't
00:41 have to solve those same issues again. People'll ask, you know, why do this in HTML5?
00:47 We could build this in a flash. And honestly we could probably do it
00:51 faster, but you'd have to always be pushing that boundary.
00:54 You'd have to play at the edge of a technology, to create the demand for more
00:58 experiences being built the same way. It's just changing so fast.
01:03 A year from now I don't really know what I'm going to be doing, and I love that.
01:07 (BLANK_AUDIO)
01:07
59:59 (MUSIC). If you don't explore things that you're
Collapse this transcript
Grant Skinner, Interactive Developer
00:02 My career has been defined by playing around with stuff.
00:06 If you don't explore things that you're interested in, no one's ever going to pay
00:10 you to do them. Right now, I'm messing around with a
00:13 quadcopter and, and are doing those. I don't know if that's going to be
00:17 something that our company focuses on, or what.
00:20 But I think it's exciting to play with it and see where it goes.
00:22 (SOUND). G Skinner, basically focuses on building,
00:30 like really cutting edge interactive experiences.
00:40 Applications, games, those those types of things.
00:44 We're based in Edmonton, which isn't really the first place you think of as
00:47 like, a big technology hub. But we work with the newest APIs, we work
00:51 with a lot of big tech companies. You know, we build up demos to show where
00:54 technology is going. Partially, by building free things,
00:58 building open source tools. This isn't necessarily the best way to
01:03 get rich. But massive profit is not my goal.
01:08 I would rather make less, and work on more interesting projects.
01:14 It's all about finding that new challenge and keeping yourself interested.
01:18 There's always a new problem around the corner, there's always some new challenge
01:21 to, to solve. And that's why I get up in the morning.
01:29 (SOUND). I've been coding since I was like three
01:30 or four years old. My mom went back for her education
01:34 degree, and she used to take me into the, the university and plunk me in front of a terminal.
01:39 And I would type in code from an old basic magazine, so that I could play the game.
01:45 In high school, actually sort of styled myself a bit of a hacker.
01:48 Although, you know, coming out of high school, I started to realize I was much
01:51 better at building pretty websites about hacking.
01:54 Than I ever was about actually hacking anything.
01:58 But I always had this dream to like build a game development company.
02:01 Where like a very small team of people could build a really cool game and have a
02:05 lot of ownership over each of the components.
02:09 So coming out of high school and getting into comps, I, I started to look at how
02:12 games were being built. I was also playing a lot with the
02:16 Internet, and I was building sites. And I was starting to play with Flash,
02:20 and I realized that, you know, it was this new frontier.
02:23 Where an individual or a few people could build really cool content, stuff that
02:26 people hadn't seen before. And I got really drawn into that.
02:31 And like trying to show the things I could build on that medium.
02:38 Traditionally, Flash was focused on interactive and visual.
02:43 You know, the really rich experiences were all done in Flash.
02:46 But I got really interested in the idea of being able to build applications on
02:49 top of it. And so, you know, I started building
02:52 things like FlashOS, which was the set of UI components before there was components
02:56 in flash. Some menu bars and windows, and I kept
03:00 sort of trying to extend that idea, and add more richness and add more capability.
03:05 and try and stay ahead of Adobe as they (LAUGH) sort of built their own
03:08 components and built their own frameworks.
03:12 and sort of ultimately culminating with us starting to work with Adobe to build
03:15 Adobe's frameworks and Adobe's components.
03:18 Sort of a dark period for me was just a couple of years ago, the company was
03:25 doing awesome. And the technology was doing awesome.
03:31 And we were doing amazing work and it was really consistently great.
03:34 And that's actually what the problem was. Was that I felt like I wasn't solving
03:40 problems anymore. I was kind of bored of the technology
03:42 that I was playing with. I was kind of bored of my own company,
03:45 because it was just doing too well on its own.
03:47 I didn't really feel like I was really needed there.
03:50 (SOUND). So later, we were approached by Microsoft
03:53 to start working with HTML5. They asked us you know, can you guys
03:56 apply all of this great stuff that you've been doing with flash in HTML5 world.
04:01 Specifically they wanted to see you know, is it possible to build like a real game
04:05 on top of HTML5. because you know, building games is sort
04:08 of the ultimate test of any technology. We started out first project, Pirates of
04:14 Daisies and I realized using HML5 had a ton of problems.
04:17 A ton of challenges, and there's so much I could be doing and playing with, to
04:21 make it better. Our first run at it, we dealt a very
04:25 purpose built block of code, to build Pirates.
04:29 But later on Microsoft extended our project and let us add some more features
04:34 and take a little bit more time with it. And I thought it was a perfect
04:40 opportunity to go back and like evaluate the problems that we had run into.
04:43 Find better ways of solving them in a more abstract sort of general purpose manner.
04:47 And actually build an open source library, which wound up being EaselJS.
04:52 So we could release that open source so that other people wouldn't have to solve
04:55 those same issues again. (SOUND).
04:57 Other people can build content faster and better, and so could we.
05:01 I don't think it's enough to just move forward and try and find the path yourself.
05:07 You have to actually drag people with you.
05:09 And you know for me, that was a lesson that I had to learn.
05:12 You know, like, sharing an open source, and, teaching other people the things
05:16 that you learn. I realized a couple of years ago, that,
05:19 you know there's a very finite limit to how much I can create, personally.
05:23 Where as, if I create things that facilitate other peoples creation then it
05:28 basically blows up exponentially, right? So, building something like CreateJS,
05:33 which makes it easier for other people to create really amazing content.
05:37 Means that I've indirectly facilitated the creation of that content, and I
05:40 really like that idea. So once EaseUS was done, we wanted to do
05:45 animation more easily. And so we built TweenJS which is simple
05:50 tweening library. Then we wanted to do sound better, and so
05:53 we built SoundJS. And with that done, we realized we need
05:57 to get these sound files and these images and stuff like that loaded.
06:02 And so we built PreloadJS, which let us manage our assets and manage preloading.
06:05 But with all these pieces assembled, we realized we were really only working on
06:10 half the story, right? We were really only facilitating our
06:14 developers getting involved and to build the awesome experiences that we wanted to
06:18 be able to build. We also needed to get our designers
06:21 involved and so to do that, we needed tools.
06:24 And so actually on a holiday in, in Hawaii, I irritated my wife by sitting
06:28 around and writing code. And I felt the first version of something
06:33 called Toolkit for CreateJS. I took it into Adobe and showed it to
06:36 them and they said wow, this is, this is awesome, how can we work with you on that?
06:40 And so now, it's an official Adobe product and we're continuing to help them
06:43 move it forward. So, I think that developers are
06:51 craftsmen, and craftsmen basically combine artistry with technical knowledge.
06:56 And my grandfather was a craftsman. He was a carpenter and when he died we
07:01 went and we checked out his workshop and you know to clean it all up.
07:07 And one of the things that really amazed me about his workshop was how many custom
07:10 tools he had built, right? He, he wasn't satisfied with the tools he
07:13 could buy off the shelf, he built all kinds of little widgets and, you know,
07:17 frame works and stuff like that. That he could use to make his job easier,
07:22 be more effective as a, as a craftsman. And, that's something I've really kind of
07:27 applied to what we do right. We build lots of tools we, you know we
07:30 build little tools that help us with very specific purpose issues.
07:35 And we build these big tools, things like Tool Kit that solve much larger problems.
07:42 (SOUND). If you're going to push the limits, you
07:43 can't be held back by the first problem. You have to push your way through it.
07:46 You have to build something that gets you around that problem.
07:48 And once you solve that problem there's probably going to be a second problem,
07:52 and I love that. I love the fact that you know a year from
07:55 now I don't really know what I'm going to be doing.
07:57 Will I be working with HTML 5? Probably, but who knows right?
08:01 I mean it's just changing so fast and it's a lot of fun to try and keep up with it.
08:11 (SOUND).
08:12
59:59 (MUSIC).
Collapse this transcript
Extended Features
Studio tour
00:05 Welcome to gskinner. This is our office in downtown Edmonton.
00:10 it's actually our fourth or fifth office, depending on how you count it.
00:13 The first office was, in my condo, just four guys kind of piled around one desk.
00:20 then we moved into a dedicated condo. We moved into some temporary office space.
00:25 our last office was custom-built, but really utilitarian, and this is our first
00:29 office that I think we've really gotten to sort of express ourselves a little
00:33 bit, spread out and have kind of a cool space.
00:40 (MUSIC). So this is our little foyer we have our
00:42 own fireplace, which is essential in freezing-cold Edmonton.
00:47 we also have a completely unused reception desk, because we don't have any
00:51 local clients, so no one ever comes to visit us.
00:55 this is our little living room, and so we hang out here and have a little pow wows,
00:59 chat about what's going on. I love this antique radio that we found.
01:05 We picked it up at a local antique mart. Right now it doesn't work.
01:08 But we're really hoping to like play around with it, either get it working as
01:11 it would of when it was new, or sort of tweak it with some modern tech and make
01:14 it fun. This is our main production area, we have
01:28 15 people that's a pretty heavy mix of developers, we have designers,
01:31 illustrators, and project managers. we like to throw everyone into one big
01:37 production area, and this way we get a lot of mix between different talent
01:41 types, different, levels of experience. People can really learn from each other
01:46 and walk around and talk to each other. (MUSIC) One of the things that we started
01:49 doing a couple years ago, was we started to create these movie posters that really
01:54 showcase some of the projects that we've been proud to build.
01:59 Naming off the people that have been involved, you know, things like CreateJS,
02:03 Pirates of Daisies, Atari Arcade. And this kind of lets us like look up and
02:08 see the stuff that we've built, and you know, are really happy to have created as
02:12 we're working on whatever's new. (MUSIC) One of the newer things that
02:20 we're working on here is we've recently spun off a new group, called Tree Fortress.
02:24 And, it's really focused on creating commercial games that we'll release on
02:27 our own. In the past, almost all of our work has
02:29 been service work, you know, we're building things for other people.
02:33 We really want to start building things for ourselves.
02:35 And, So, Shawn here is really spearheading that along with Mike.
02:39 And Mike's actually working right now on some of the animation for Barbarian, and
02:43 I'll let him tell you a little bit about it.
02:47 Mike: I'm currently working on the Ogre who's one of our mini bosses after round
02:50 five, and we're trying to figure out how his attack patterns are going to play out
02:54 and how he will effect the environment as he's attacking you.
03:00 So, I mocked up quickly how his attack will look when he strikes the ground.
03:04 Then I'm working in spreader to put it all together and make it look like he's
03:08 actually attacking. I exported into (INAUDIBLE) of all the
03:11 assets and Matt made them in spreader and Sean built an exporter, so they animate
03:15 independently through code there. Male: One of the things we really do a
03:19 lot is build out our own tools, to facilitate a workflow.
03:22 So, Spreader is this great existing application and Sean actually built an
03:26 extension to it, so it'll output the type of content that we need to work in the
03:29 environment we're building inside of. (MUSIC) This is our Board Room here.
03:41 you can see at the moment there's a code review going on.
03:46 So we have Blair, he's one of our newest hires.
03:49 Lanny, he's one of our most senior devs along with West, also really a senior dev.
03:53 Basically what's happening is Larry is showing off some of the codes from the
03:55 project he just finished off. And these two guys are checking it out,
03:59 giving some feedback and you know it's something we try and do on a fairly
04:02 regular basis. We try and get different levels of
04:05 developers together in one room and have them really checking out each other's work.
04:10 Another thing that our conference room gets used for a lot is just hanging out.
04:14 I mean, people get together, especially at lunch, watch shows, watch you know,
04:17 horrible old Kung Fu movies. it gets really loud in here, but people
04:22 have a lot of fun. Other room that we use for that is our
04:27 games room. right now it's a little bit sparse.
04:30 We have the Atari arcade system and foosball, which is kind of the national
04:43 sport of gskinner. (MUSIC) This is my office you can tell
04:54 because there's a picture of me, very egocentric (LAUGH).
05:00 This is where I do most of my coding. and this is sort of my like mad scientist
05:06 bench where I play around with electronics and you know assemble
05:10 different more physical things. you know right now I am working on an
05:15 idea with, this a r drone where I'm basically wiring it up with our (UNKNOWN)
05:19 tacking a bunch of electronics on to it, and basically trying to turn it into an
05:24 art piece. The end result is going to be basically a
05:30 light tracing canvas, so this quad copter will take off, it will have a big,
05:33 glowing light on the back, some sensors on the front.
05:38 And basically a camera pointing at it, that uses computer vision to let me
05:42 control this, this copter, and basically we'll use long exposure.
05:47 Let people actually, artists actually illustrate drawings out and this thing
05:51 will re-draw them using light in a dark room and we'll, you know, super expose
05:54 that on a camera. you know, so far we have the, the copter
05:59 taking off and landing which is very exciting, we have some electronics
06:03 working here. So, this little globe will go on the
06:07 back, and we can control it different colors, different intensities.
06:12 We can have thicker strokes, or thinner strokes of different colors.
06:17 These are the sensors that are going to be mounted on the front of the quad
06:20 copter, and this will give me the distance to a wall.
06:23 And I'll use that wall as a 2D reference point, and so I'll be able to tell
06:26 whether or not the copter is lined up straight on it, how far away it is.
06:31 And then I'll be able to use the light, and again, the computer vision to
06:34 actually tell me where it is in a 2D plane.
06:38 One of the awesome things about having a company like I have is that, you know, my
06:41 team builds awesome product, they do a lot of the client work.
06:45 And I get to sort of play around, and build new stuff, and look to see where we
06:47 should be going. (MUSIC) And so I get to focus on sort of
06:51 R and D. And so this doesn't have any directly
06:53 applicable client requirement right now. It's just something that I think's
06:59 kind of neat to work with, something I'd like to learn.
07:03 And something I think that if we get really good at it, we can continue to do
07:07 it for commercial projects.
07:10
59:59 (MUSIC).
Collapse this transcript
In depth: Atari Arcade
00:03 We have like basically a 7-hour work day. We do that because I think people work
00:08 better when they have like a home life, and Atari arcade was definitely the
00:11 exception to that. We all pulled incredible hours on it.
00:16 I think Mike is like the guy that poked the most hours because he was our one guy
00:19 doing art for the whole project. We basically got approached by both Atari
00:25 and Microsoft. And they said, hey, we want to, we want
00:28 to rebuild some of these like classic arcade games.
00:31 And, you know, I grew up on those games, so to me, it was like a super-exciting
00:34 opportunity to like play with those properties again.
00:38 And, you know, getting to do it in an official capacity.
00:41 I've actually like re-created a lot of these games in the past and but it
00:44 probably wasn't legal. (LAUGH) And so we kind of looked at what
00:49 they asked us to do. And, we decided that maybe the best way
00:53 to show off HTML 5 wasn't necessarily to like, rebuild games that were 30 years
00:58 old and make them the same. What we'd actually rather do is we'd
01:03 rather bring these games forward, so we want to like preserve the soul of the game.
01:07 But sort of, you know, rebuild the flash drive like make the, the graphics more modern.
01:12 Have more modern music, you know, take advantage of the stuff that's available
01:15 to us nowadays, like multi-player and social aspects and stuff like that.
01:20 And and the client approved of it. So, this project brought together a lot
01:24 of different things. It was, you know, a touch first experience.
01:27 It was really designed to be used on a tablet or a desktop device.
01:32 Feels very, like tangible, very tactile. you can drag things around.
01:38 all of the games are playable using multi-touch, you know, either with
01:41 onscreen joysticks or with direct touch interface.
01:46 And I think it's really the first time that something of this scale has been
01:49 launched on top of HTML 5. So basically, the client's trusting us
01:54 enough, that we have to kind of run with it.
01:56 And we have to you know put our, our own personality into the project.
02:01 Instead of just being told, you know, build this and having it go off a brief
02:04 and you know, work with spec. You know, we've got to sort of define
02:08 that back. The first thing that we started playing
02:10 with is, you know, we're building an arcade.
02:13 So, images like Flynn's arcade come to mind, right?
02:17 I mean, a huge strong nerd growing up. And so we had a lot of like neon and we
02:21 had 3D arcade cabinets, and we started showing this to the client.
02:26 And they were like yeah, this is great. Keep going with it.
02:30 So, we actually took this pretty far. We had, like a whole working 3D arcade
02:34 with cabinets that like slid forward and backwards.
02:38 And you could play on, and then one of the higher-ups at Atari took a look at it
02:42 and said, we don't do retro. Atari doesn't do retro.
02:48 At this time, we were a month and a half into a project that was already
02:51 ridiculously tight. Like, we only had about three months to
02:55 build this project end-to-end. And that included, you know, eight games,
02:58 all the art, all the audio, the whole site that went around it.
03:02 Coming up with the concepts of what these games were going to be and how they play.
03:06 Figure out how to make really great touch controls, as well as make them desktop playable.
03:10 So, it was pretty darn stressful to like, all of a sudden, get hit with having to
03:14 rewrite the whole con, core concept for the site.
03:18 So, we started playing around with other ideas, and we came up with this idea
03:21 called the Tsunami. And we started out with some really
03:25 simple tests and we realized that, that Internet Explorer 9 didn't have support
03:30 for the full CSS 3D spec that we needed. And so, we wound up having to write a
03:36 custom, very simple 3D engine that would actually.
03:40 Let us work cross-platform so that every browser would show this content.
03:44 And we showed the clients and they really liked it.
03:47 And so, we've started moving forward. But what we really didn't really tell
03:52 them is that the sort of core inspiration for this was actually Atari cartridges,
03:56 which is still pretty retro. We really wanted to be true to these
04:02 games, right? We wanted to like, give them a new skin.
04:05 But we wanted them to have a, a really strong connection to the originals.
04:10 And so, for every single game, we tried to figure out, you know?
04:13 What's the iconic piece of this game? What is instantly recognizable?
04:18 So, you know, games like Lunar Lander, for example.
04:22 You have the, the moonscape. And you have these ships flying around.
04:27 For games like Missile Command, it's all about the lines.
04:30 The trail behind missiles and the circular explosion, so we didn't want to
04:34 like bring in new art that got rid of that really iconic aspect of the game.
04:39 With Centipede, for example, we were basically dealing with this tension
04:42 between what we wanted the character to be and what the client wanted the
04:45 character to be. Yeah, the original game really doesn't
04:48 give you a lot to work off of like, what do these characters look like?
04:51 They're just a bunch of pixels on a screen, and the client was really looking
04:55 at it from the perspective of these like, comic books.
04:58 This was actually the manual that came with the game, and the centipedes is
05:01 like, sort of friendly guy that gets bewitched and comes and attacks you.
05:06 For me, Centipede was more around what I knew from the arcade cabinet.
05:10 You know, this awesome psychedelic trippy mushroom kind of an experience.
05:15 And the centipede was really evil and scary.
05:17 And a lot of the ads around that time were also this kind of like bad ass image
05:20 behind it, right? I mean, chicks dug it, it was, obviously.
05:26 and so it really took us a while to find sort of a middle ground between that
05:29 cutesy appearance to it and something that was a little bit more bad ass, right?
05:35 So, Mike started out with some pixel art, and at the end of the day we decided that
05:38 we wanted to do something that was a little more vector.
05:41 Mike: It was actually a really sort of tough process.
05:44 we were still in the retro phase, and I thought I was really into pixel art at
05:47 the time and I was just getting into it. So, I figured I'd moder, modernize it but
05:51 not to a point where it's, it's vector yet.
05:53 It'd be sort of SNES error and started off just throwing pixels around until I
05:57 had something that was kind of cute but still sort of, felt like the original game.
06:02 I tend to sketch in the middle ground where it's kind of rough, enough that I
06:05 could make it pixel art if I need to be or go vector with it.
06:08 And from there I ended up liking the guy on the right, and did the pixel art
06:11 version of him. Male: And one of the compromises that we
06:15 came up with, with the client was. We made our characters a little bit more
06:20 evil but still pretty cartoony, but we'd start the game in this sort of friendly,
06:24 happy green field. And then as the game progresses, and you
06:28 go through different levels, you move into this darker, scarier environment.
06:33 With, you know, these guys lurking in the background and this like psychedelic glow
06:37 on the mushrooms. So, we've go to sort of capture some of
06:40 how we looked at the game and how the client looked at the game.
06:45 People ask, you know, why isn't it in HTML 5?
06:48 We could build this in Flash, we could build this in other technology.
06:52 And honestly, we could probably do it faster and the games might even run better.
06:56 But you have to always be pushing boundary, right?
06:59 You have to play at the edge of a technology.
07:01 To push it forward, to create the demand for more experiences being built in the
07:05 same way. And so this let us like, feel out that
07:08 space and, you know, create the techniques, and show to other developers
07:12 that this was possible. And it opens up the door for other people
07:17 to create these experiences.
07:19
59:59 (MUSIC). I don't believe in overworking people.
Collapse this transcript
In depth: Bardbarian
00:02 So, Sean and I started making a game on the side for fun.
00:05 We were both very passionate about making games and we got a little bit in, and
00:09 Grant seemed like he would be interested in working with us.
00:13 So Sean pitched him, forming a company together, and we ended up calling it Tree Fortress.
00:18 And our first game will be Bardbarian through that title.
00:21 Sean: It's built for mobile. It's our first real attempts at creating
00:24 our own product. Lately I think we've just been getting
00:28 the itch to, to sort of do our own thing and, and break out of the restraints of
00:31 client work. be able to fully put our own character
00:35 and humor into things and not, not be held back or, or have the client change things.
00:39 And so, I sort of, came to Grant with this idea of, of letting us try this approach.
00:45 Mike: One of the crucial parts of this was building a character that people like.
00:50 And something they can relate to. I came up with Brad, who's a character
00:53 that would rather play music than fight people anymore.
00:56 Sean: And he's forced into this battle, where his town's under attack.
01:01 Rather than picking up his axe, he grabs his guitar and he runs out into the field.
01:05 And he'll do some power solos, and summon some of his buddies to come help him fight.
01:10 Mike: And they will head out of the town and fight for you, so you don't have to.
01:14 Sean: So you have speed attack and defense boosts.
01:19 And then the idea is that as the waves go on you'll get new, new bosses, you know
01:22 fire golems, and trolls, dragons. It started off as something simple that
01:27 we could do in a couple months, and we're now on our fifth month of developing it.
01:33 We're just coming up with new ideas and new things we want to prototype, and more
01:37 characters and more bosses, so it's just growing and growing in complexity.
01:44 Mike: When reading up on character design I read that the flaws and the things that
01:46 are wrong with the character is actually what people like most.
01:50 With Brad, I found that the first time I designed him, he felt flat, he didn't
01:53 feel relatable, and he didn't have too much character about him.
01:57 So I redid him, Brad was born into a family of barbarians and he's expected to
02:01 be this big massive fighter. And he could win, like he could end this
02:05 war instantly if he wanted to but he chooses to play music rather than fight anymore.
02:12 So, with everything, all my characters will start as a sketch.
02:15 So, here's one I'm working on right now for a necromancer type character.
02:18 they just start off as doodles they're really rough, I, I don't Have any
02:21 intentions on bringing the (INAUDIBLE) to the finish line.
02:23 I just try to get my ideas across first and try to sell Sean on them, and if
02:26 they're good, I'll run with them. And then in Photoshop, I, I build my
02:30 character modular, just each piece individually.
02:36 After I've exported the assets from Photoshop, Spriter's able to pick them up
02:39 from the folder. In which case I bring all these assets
02:42 in, piece by piece, and, and rebuild my character.
02:46 Sean: The Spriter was on Kickstarter about six months ago and that's how it
02:49 got our attention so we became early backers on it.
02:53 And now we're actually pretty active, pushing them, cause we're already trying
02:56 to use it as a product before it's out. So, we're in their forums pushing them to
02:59 fix bugs and that sort of thing. And so the next thing about Spriter, not
03:03 only does it save on texture size you know, we can create retina level graphics
03:06 without having a huge number of spreadsheets.
03:10 But it also lets us create virtually an unlimited length of animation.
03:14 And so we can go crazy, we can have like five minute idle animations.
03:17 That would just be totally impossible if reading like traditional key-framed animation.
03:23 Mike: And with the work flow of the Spriter, it's so simple and so intuitive
03:26 that it just kind of makes sense to use. literally you're just clicking and
03:30 dragging parts along a timeline, where you need things to be and when.
03:34 Sean: We still can use flash for a lot of our animations.
03:37 the thing about these, Spriter ones, that they're a bit expensive.
03:40 Because each piece of the body is actually a sprite, rather than the
03:43 character being one sprite, he's 8 or 9 or 12.
03:47 so, for our smaller units, we still do have some keyframe based animations that
03:50 came from flash, and we're mixing those with the more featured items that come
03:54 from Spriter. So, it gives us a good mix of, sort of,
03:58 traditional that has it's benefits, and then, Spriter, which has it's benefits,
04:02 and we can mix and match. So, essentially what happens is he does
04:09 these animations here, this program kicks sort of XML file.
04:13 That basically has the X and Y and rotation of every piece.
04:17 And I wrote a little library for Sterling that just reads that XML file and
04:21 basically just tweaks things from keyframe to keyframe.
04:25 So, you can think of it like a puppet where each piece is independent and
04:28 moving independently but then it all comes together as a smooth animation
04:31 running at 60 frames a second too, which is really cool.
04:36 You can't do that with key framed animations, because you'd run out of
04:39 spreadsheet space in like 2 seconds of animation.
04:44 Whereas we can only have minutes and it adds just kilobytes to our file size, so
04:47 it's pretty cool. Mike: So in a few minutes, I was easily,
04:50 like, I mean, it's not a finished quality product, but I was able to whip up a
04:52 rough, run animation just from moving parts around really quickly in the timeline.
04:58 Sean: And what comes out the other end is just a text file.
05:02 And you can see it has a list of, of sort of all the different pieces, and it's
05:05 just key frames. And so, the next step for us was just to
05:08 write a little importer that takes a script, matches up the pings to images at
05:12 Sterling, and then starts moving everything around at an API like play,
05:15 stop, pause. And then we added a bunch of other cool
05:19 stuff on top of it, so we can swap pieces out at any point in animation, so we can
05:22 make a guy blink. No matter what he's doing, he's always blinking.
05:27 So we have our, our blinking code going. we can do things like, like swap our hand
05:30 states, and that's how we get the strumming and the picking.
05:35 As an example of the silly stuff we can do, because we don't have a limitation,
05:39 we have like 6 different death animations that just randomly play and are each 2 to
05:42 3 seconds long. And that's free for us, where that would
05:47 be like a whole massive spreadsheet of assets and we probably not do it, because
05:51 it just wouldn't make sense. So, there's this animation which we were trying.
05:56 So, we might actually have him live tweet some stuff in the game.
06:01 Mike: So, that's the thing about Spriter and the fun thing about this is that,
06:03 because there's no cost to me having extra animation, I can give more
06:05 character to my characters. And that, when you gets an achievement,
06:10 he stops, and he starts tweeting about the boss he just killed, or something
06:13 like that. And I think these little touches are what
06:16 make games fun. Sean: Yeah, we're, we're definitely
06:18 having a lot of fun with just sort of putting our own humor everywhere in this game.
06:22 And I think that's, that's part of what makes indie games great, (LAUGH) and so
06:25 we're embracing that fully. So, when this is all wrapped we're
06:29 going to deploy it to IOS first, and see how it goes.
06:34 a couple weeks later we'll probably bring it to Android and then hopefully if, if
06:38 it's successful and it start selling some units we're going to spend a lot of time
06:41 adding new content to it and supporting it.
06:44 we really believe in, in sort of supporting your successes and building on
06:47 your franchises. So, best case scenario is this does
06:50 really good, and we can just spend a whole bunch more time on Barbarian adding
06:53 new characters, adding new bosses, and then bringing it to new platforms.
06:58 So, Oolia is really exciting to us right now.
07:02 We just love the idea of playing things with controllers our own games, it's like
07:05 mind blowing. and then Steam is probably next on the list.
07:10 Then probably we're looking at sort of the secondary markets, so Amazon
07:14 Blackberry 10 maybe Nook that sort of thing.
07:18 so when it comes out we will be talking all about it at TreeFortress.com.
07:23 we have a Twitter handle @Tree_Fortress. you can find us on Facebook, on Google+,
07:28 so basically anywhere that you might be, we should be there too.
07:31 so yeah, we hope you check out our blog.
07:35
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