Sometimes, you got to make your own Lucky

To design LavaCat’s main character, Lucky, PocketCake’s Graphic Designer Kim Allen went to the drawing board. Literally.

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You know, if you are going to write a big long article on the process of the art, how the art was built, the philosophy and reasons behind the art choices, the technical aspects of the art and the importance of the art in the game… you should show some art.

Agreed.

Also, “Allen says” was used for every single quote; some variety would be nice.

That aside, the article was fairly interesting. :slight_smile:

I think the style is supposed to that of “interviewing” the development team. I tried to look through their site to see what they have done, and it appears to be mostly marketing fluff. Lots of talk about the “research” they have done but no meat anywhere.

Yes, actually it was. At least I think it was. The process sounds like it could be something interesting, but it could also just way over-explaining a common process. Images would help paint the picture.

What I meant was, it would be nice if they used things like “Allen said,” “said Allen,” “Allen told us,” “Kim stated,” etc. Just use a word other than “says!”

Oh…, I see what you are saying. Yea, good point. I was just thrown by an “interview” on a blog with only a few posts. They were trying to be like Trion or something.

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For gamers, a game without a backstory is a journey without a mission. Angry Birds wouldn’t be Angry Birds if we didn’t know why the birds want to fling themselves at pigs (the oinkers pillaged them of their eggs). Why give two cat treats about Link’s quest if there’s no Princess Zelda?

LavaCat is one installment in Lucky’s adventure, which raises him from inquisitive kitten to curtain daredevil to, lastly, king of the castle. How does Lucky – so named for his birthmarks, a horseshoe on his head and a clover on his hip – arrive in an underworld of lava, falling stalactites and mini volcanoes? That story was conceived well before any concept art.

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