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A charming skull-laden kickass world: The art of Brutal Legend photo

It has been said so many times that it now borders upon a meaningless cliché, but the fact remains: a lot of games look the same. I'm not going to lament the propagation of brown color palettes, generic RPG characters, or any other individual aspect of art design. But I will say this: I do not envy the job of someone who is asked to do what Lee Petty was asked.

See, Lee Petty is the Art Director for Double Fine. He and his team are responsible for the incredibly creative and cohesive world of Brutal Legend, and it's hard to imagine just how much work went into making this creativity and cohesiveness work in the context of a videogame.

But that didn't stop me from trying. I had the opportunity to ask Lee about Brutal Legend and his work with videogame art in general. Read on as Lee and I dig deeper into the game's art than ever before, and check out some never-before-seen artwork from the game. 

Imagine this: Tim Schafer walks up to you and asks you to make a videogame world out of every metal album cover in existence. I mean, good lord, what do you even do with that?

"It was a bitch," Lee told me. "We had years of concept art and a ton of really awesome ideas that all of the members of the team had come up with. Way more than could fit in one game. Or maybe three. Trying to integrate that into a cohesive experience with some sense of progression and achievement was really tricky.

"I think what worked for us is that we had largely divided the characters of the game into several 'factions': the human 'Ironheade' faction lead by Eddie Riggs, General Lionwhyte’s glam-rocking sell-outs, Ophelia’s Goth influenced 'Drowning Doom', and the demonic race of the 'Tainted Coil'. Each of these groups represented some side of the metal experience for us -- and they all had their own look.

"We pretty much organized the world around these groups -- so various areas of the world reflected their inhabitants. As the player progresses through the game, the world around them changes as they encounter and become involved with these different groups.

"Layered underneath all of this was the backstory. That meant incorporating remnants of the ancient race of Titans throughout the world. This is the race that helped forge the world, and allowed us to create some really cool "album cover vista views" with giant weapons and skulls embedded into the terrain."



With so much to create and integrate, there must be, I don't know, one or two bits of art that have to be drawn up, right? I asked just how much art is created for a game like Brutal Legend.

"A metric ass ton," Lee responded. "More than any other studio that I’ve worked at, Double Fine provides a lot of time for “exploration and inspirational” concept art up front in a game’s development. But the concept art doesn’t stop there. Once a game is actually in full production, there is still a lot of “production designs”, “model sheets” and “draw-overs” that are generated to help guide the art team."

And the amount of environmental design changes?

"Two metric ass tons. Although we have a process, with defined milestones, for making a “level” once we’re in production, games evolve pretty organically. We employ agile development when making our games–so every two to four weeks the entire company is always looking at the game and thinking about how well some of the pieces are working together. One of the things that makes big games difficult is that it’s hard to see how all of the elements are fitting together until relatively late in development. But it is how well the game harmonizes with itself that makes for good art design.

"Something that felt great earlier might need some lovin’ later in development because other parts of the game have changed. With environments, for example, it’s a close connection between the space design and the actual moment to moment gameplay that makes the world really rich. Gameplay is a very iterative process, so finding ways to account for that in the visual design is key. It’s an imperfect process, filled with both successes and failures, but it’s something we try and do well at Double Fine."

The scale of some of these changes can be rather startling, and there was no lack of this in Brutal Legend.

"Early in the development of Brutal Legend’s world, we made everything giant. We wanted an epic, crazy metal world so everything was made immense. In our early skirmish mode (multiplayer), where the player can fly, this worked out great. However, in the majority of the single player game, which was developed later, the player is on the ground -- either chopping wildlife with his axe or driving his car through a throng of druids. While on the ground, it felt like the player was “staring at the ankles of the world”. The immense world was simply too large to be appreciated from that angle.

"Because of that we re-thought the world a bit, and added more detail of different scales to the game, catering specifically to what Eddie was going to be doing in that space. If it was an “on-foot” mission, the space was smaller and the detail more human-scale. If it was an “open world” driving space, we mixed in a variety of different sized detail, and organized the space around specific “album cover vista views” to still capture the epic heavy metal feel that we wanted."



As I hinted at before, art design, in many cases, feels dull and impersonal. Shouldn't an artist inject personality into videogame art?

"I think personality is one of the focuses at Double Fine -- not just in the art design, but in the story, the characters, and the gameplay. There are other studios out there who focus on creating slick “roller coaster, Hollywood” game experiences, but I think Double Fine really excels at instilling a sense of personality.

Sounds easy, right? If only it were. There's a reason that so many games look similar, and Lee had some thoughts on why personality was so evident in Brutal Legend.

"I think giving a game a strong sense of personality starts at the top with strong creative direction; that creative direction should influence and be incorporated into all aspects of the game. From a visual standpoint, we thought about the whole world as a living breathing METAL world, which meant incorporating many of elements of heavy metal as natural elements in the world. So the sky is metal, t shirts are the bark that sloughs off of trees, and beer is a natural resource that trickles in streams from sacred trees."

Wait, you mean all members of a development team should inform and support one another? Yeah, it sounds obvious, but a large number of games seem to stray from this path. To make a game a success, Lee thinks a little cooperation can go a long way.

"More than ever," Lee said. "I think the best game experiences are when all aspects of game production are really in tune with each other. The best teams approach the game as creative partners, blending together their divergent backgrounds and perspectives to make something that is better than a single discipline could.

"So, yeah, all of the aspects affect each other whether you want them to or not. Playing the game a lot in development and thinking about how those elements can be brought closer together, even in small ways, is one of those things that is both satisfying to a developer and a player.

"Tim is a huge creative presence at the studio, and the backstory he wrote and his tastes had a huge impact on the art. Tim’s a very visual guy, too, and thinks a lot about context and what story the art and the gameplay is communicating to the player."



Ah, yes, Tim Schafer. The man with the plan. Let's be honest: he's the kind of boss that we all wish we could work for. And I just had to know: what sort of craziness suggested by Tim actually ended up in the game?

"When you work with Tim Schafer, there are a lot of jokes and lot of crazy ideas that end up the game. In fact it’s so common place, I’m not sure I can come up with a great example. I do remember that we were having trouble coming up with the design for the “Bound Serpents”. These were elements that we could put all over the world that the player could do a guitar solo on and get some rewards for exploring the open world. The problem was that everything we came up with involved the player doing something that was destructive, making the world look more desperate, or downtrodden. Tim wanted the player’s actions to the make the world better in some way (“to create beauty simply by rocking”).

"I came up with the idea that there were ancient statues that the Tainted Coil demons had defaced. The visual design for the Tainted Coil was an unusual combination of the paintings of 16th century artist Hieronymus Bosch and the Bondage/S&M scene. Taking this into account, we made the statues bound with leather studded straps and placed a red ball gag put in the mouths of the serpents. The player would play a pyro solo on his guitar, which would free the statue from its straps, causing it to spread its wings in freedom and the bright red gag ball would fly off and roll around the world like a ball.

"I was always trying to get as many gag balls as I could in the game; it’s been a career goal of mine."

Can anyone think of a more noble career goal? Didn't think so.

Indeed, inspiration seemed to flow from every stream in that game, but what exactly was it that the game's inspiration was founded on? After all, as we saw before, there's plenty of opportunity to fill the game to bursting with every possible inspiration.

"Last year," Lee said, "I gave a speech at GDC on the art direction of Brutal Legend. For that speech, I broke down the inspiration of Brutal Legend into four main elements: Heavy metal, fantasy artist Frank Frazetta, Hot Rods, and Tim Schafer. It was the combination of these elements that gave us our unique feel.

"Our take on a heavy metal game was a charming skull-laden kick ass world filled with painterly skies and giant hot rods. I think other people would’ve approached a heavy metal world game very differently.



Lee felt that great art design in general, across all games, is tied directly to inspiration.

"Something I often say is to not imitate your inspirations, but make them your own. Being influenced by others’ work is a good thing, but if you don’t bring something of yourself to it, you’re in danger of your game not having its own visual identity.

Of course, there's no simple answer to the question "What makes awesome art design." There's quite a bit to consider, and there's quite a bit that you might not have thought about yourself.

"I think excellent art design is also about unity and not uniformity. Some dissonance in art design is good. It’s all too easy to design the art of a game in a really obvious, cookie cutter fashion. Making choices like the “good guys” are green and all of the “bad guys” are red. It sounds silly, but this type of thing happens a lot in games, especially when, from a gameplay point of view, there are valid reasons for that type of approach. But I think when something has more depth and subtly, you get a better total game experience.

"I think it’s a tricky combination of left and right brained thinking. Trying to let your imagination go to new places and thinking about last few thousand years of art as inspiration, but then adapting all of that to work with the medium of video games.

"But that still isn’t enough. You have to help find a way to make it happen. You need to communicate ideas to a team, and work with a whole group of people of very different backgrounds to make something that somehow feels cohesive and original."

Without much of a personal background in art, art design, or really anything beyond three-armed stick figures, I also wanted to know just how many different facets of art design there were to consider in the creation of a videogame.

"Art design isn’t just about a drawing on paper. You really have to know your medium, and be willing to work closely with some very smart and technical people to understand what the hardware can do. You need to find what elements of your art design work best on screen, at your target resolution, and with your particular game engine.

"What’s working best needs to be embraced and expanded and maybe other elements need to be re thought or redesigned. For example, in Brutal Legend, one of the things that always felt great was the skies. Even early in development, they had a great painterly, overly dramatic quality that made the whole game feel more “metal”. At the same time, the characters’ surfaces felt flat and uninteresting. Because the skies were working so well, we pushed the characters’ surfaces to feel more believable and respond better to what was going on in the sky. This decision helped define the sky and lighting as one of the central parts of the game’s final look."

Well, from where I'm sitting, Double Fine has always gotten art design right. Psychonauts, of course, did just about everything right, and Brutal Legend kept up that tradition for the HD crowd, and in style. So, what's next? Ha, as if I was going to get an answer to that.

"Just keep an eye on Double Fine. We’ve got some really cool top secret stuff going on right now that I can’t wait for people to see."

Let the speculation begin. Personally, I'm pulling for Goggalor vs. Eddie Riggs in Space, but perhaps that's just me.

And, hey, while you're here, don't forget to check out some awesome exclusive artwork from the game in the gallery below. For more art from Lee, check out his personal art blog.

LAUNCH GALLERY (11 IMAGES)
Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo









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Andrew Kauz is Destructoid's Community Blogging Manager, taking the many amazing things done by the community and making sure they're seen by as many people as possible. Bred from the community blogs, Andrew also writes editorials and features for the site. He also has some weird thing about unicorns; not sure what's up with that. Likes absurdity, collecting 100-hour RPGs and never playing them, sipping whiskey while playing games, and you.
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36 comments | showing # 1 to 36
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Occams electric toothbrush's Avatar - Comment posted on 04/09/2010 16:08
Occams electric toothbrush
Oh what lovely images. As disappointed as I was in the game, I absolutely adored the art direction the game took. Can we get an art book, please?
Sean Carey's Avatar - Comment posted on 04/09/2010 16:16
Sean Carey
Goggalor vs. anything would be amazing. Nice get on the interview, there was some insightful stuff in there!
Fergus's Avatar - Comment posted on 04/09/2010 16:17
Fergus
Too bad the game sucks.
juggalotus's Avatar - Comment posted on 04/09/2010 16:28
juggalotus
I thought the game was quite enjoyable. Not the greatest but I picked it up used for 15 bones. Didn't regret that decision. Better than picking up a game with the word Halo on it. Those games truly suck.
garethxxgod's Avatar - Comment posted on 04/09/2010 16:37
garethxxgod
Never got into it. Too goofy looking for it's own good atleast as far as I was concerned.
Sæglópur's Avatar - Comment posted on 04/09/2010 16:41
Sæglópur
Brutal Legend is great. If you don't like it, you suck, not the game.

And that's a fact. Don't argue against that irrefutable truth.
Stahlbrand's Avatar - Comment posted on 04/09/2010 16:43
Stahlbrand
Man, I loved everything about that game except for the gameplay (which was fairly good outside of the rts battles). The look and sound of the game was amazing.

Yo Andrew Kauz, maybe next time bold or italicize your non-interview text, makes reading articles like this more natural than having to take a second thought at the begining of each paragraph as to who's POV is being related.
m_earendil's Avatar - Comment posted on 04/09/2010 16:44
m_earendil
You definitely have to like the good metal to get the most out of this game, to get many of the jokes, the cameos and parodies, and of course, the wonderful soundtrack. If it's not your stuff, you'll probably don't like it, because the gameplay was decent, but not great.

But I enjoyed it A LOT.

It truly created beauty simply by rocking.
Monodi's Avatar - Comment posted on 04/09/2010 16:44
Monodi
Most badass game of the last 5 years, y/n
Sentry's Avatar - Comment posted on 04/09/2010 16:46
Sentry
Excellent read. It's a little sobering and quite a shame how quickly game culture can forget the higher qualities of a game based on its overall presentation. The art design in Brutal Legend really should be lauded.
Occams electric toothbrush's Avatar - Comment posted on 04/09/2010 17:16
Occams electric toothbrush
glitznglam-style: Na-uh.
tomothy25's Avatar - Comment posted on 04/09/2010 17:42
tomothy25
Awesome interview, thanks for sharing.

Brutal Legend is one of my favourite games in recent memory. Excellent art direction, awesome soundtrack, great dialogue and characters (as expected) and I personally really enjoyed the gameplay. I spent hours just cruising around, blasting The Mouth Of Metal, scouting for Bound Serpents and just enjoying the scenery. Can't wait to see what those crazy cats at Double Fine have cooking.

Oh and I agree with m_earendil, it definitely helps if you're a fan of metal. One of my roommates played it and, not being into metal at all, he missed out on a lot of the humour and references.
Danl Haas's Avatar - Comment posted on 04/09/2010 17:58
Danl Haas
Awesome interview, kauza. I'm glad you finally got to publish it! Is Tim still mad at you?
Spykron's Avatar - Comment posted on 04/09/2010 18:58
Spykron
moar articles like this please. MOOOAARR! (because moar)
ArrestedDeveloper's Avatar - Comment posted on 04/09/2010 19:02
ArrestedDeveloper
About a month ago I went back to brutal legend to get a few online achievements and was really impressed by the unit detail they put in. Playing the online actually made me kinda fall in love with the game.
Daniel Galarza's Avatar - Comment posted on 04/09/2010 19:45
Daniel Galarza
Oh man, this game is amazing (yes even the RTS parts.) I'm not touching another console RTS unless it's like Brutal Legend.

If I build a tank, I WANT TO DRIVE IT!
LazyAza's Avatar - Comment posted on 04/09/2010 21:56
LazyAza
Man it really sucks the gameplay got so boring and tedious in Brutal Legend, it had such immense potential and brilliant art, animation, sound, characters, world. Everything that was needed for AAA awesomeness except core solid gameplay was there. :(

Still looking forward to whatever they make next. Hell even if its a BL sequel provided they ditch most of the awful rts stuff.
Daniel Galarza's Avatar - Comment posted on 04/09/2010 22:14
Daniel Galarza
Looks like somebody didn't bother to learn the awesome multiplayer. Good thing it's an Action/RTS and not just an RTS.

I hate RTS games and I'm at the top of the leaderboard. Maybe you just suck.
Sæglópur's Avatar - Comment posted on 04/09/2010 22:19
Sæglópur
How was the gameplay not solid? :|
It was at the very least "solid".
GrumpyTurtle's Avatar - Comment posted on 04/10/2010 00:16
GrumpyTurtle
I love this game. And the art was fantastic. There was always something awesome to look at. I wish more games cared so much at how the world looks.
Mooks's Avatar - Comment posted on 04/10/2010 04:15
Mooks
I've heard worse reasons to go play Brutal Legend again.
Daniel Galarza's Avatar - Comment posted on 04/10/2010 08:12
Daniel Galarza
Hey glitzglam. It's a console action game with RTS eleements. That's their only rationale for it not being "solid."
Takeshi's Avatar - Comment posted on 04/10/2010 12:12
Takeshi
Awesome article Andrew! I love this game for various reasons, one of them is indeed the artwork.
Fearzone's Avatar - Comment posted on 04/10/2010 13:53
Fearzone
Nice. Now, give us better controls, de-emphasize action (I mean aren't there a million action games already?), get rid of those racing minigames (there are plenty of the too), improve the performance of the PS3 port, and ONLY have stage battles as it was meant to be--I mean *who else* has stage battles??--and then the game will only be a niche market, but at least it will have a niche.
Deny Everything's Avatar - Comment posted on 04/10/2010 22:22
Deny Everything
For people who loved the game, I have to ask... you DO agree thought that the side-missions were ass right? Things like "we're going to jump some people who walk around the corner" or "aim and shoot" were undebatably bad. So bad to the point I wonder why they even bothered with them. Why not just have AI stage battles as sidemissions. i mean you were doing them anyway. You can have AI battles in a seperate mode, why not just make that an in-world side-mission option.

Other than that, it's a good game. Single player is a good experience, multiplayer is good, but not exactly something I'm good at or play myself much. But man, I can't imagine what they were thinking with those sidemissions.
Daniel Galarza's Avatar - Comment posted on 04/10/2010 23:15
Daniel Galarza
I can tell you what they were thinking. They were thinking of making a big amazing world with a lot more variety, then The Lawsuit happened and they had to rush the single player campaign.

The multiplayer game (the one so many skip yet complain about) is the game Tim Schafer wanted to make, and was completed first after four years. Both Vivendi and EA threatened to have him killed if ever put the letters R,T and S in a sentence. The multiplayer was completed under Vivendi, and the single player was rushed under EA.
Fistynuts's Avatar - Comment posted on 04/11/2010 04:54
Fistynuts
@Deny Everything: Yes, the side missions mainly sucked. But I was willing to put up with them for the sake of the main plotline. Which reminds me - I never did finish it. Perhaps it wasn't as good as I remember?
Sæglópur's Avatar - Comment posted on 04/11/2010 13:40
Sæglópur
I loved the racing. Fuck those that didn't.
ResistTheWeegee's Avatar - Comment posted on 04/11/2010 19:31
ResistTheWeegee
I really enjoyed this game, I found the art style, music, and even the gameplay to be fun and unique. i'm still not sure why people don't like it.
Daniel Galarza's Avatar - Comment posted on 04/11/2010 20:42
Daniel Galarza
The complainers skip the multiplayer they worked on for four years.
eggwhich's Avatar - Comment posted on 04/12/2010 05:26
eggwhich
Great article. I was excited for this before it came out, I played it and was slightly disappointed with what I found to be a disjointed gameplay experience. It's too bad because the world was beautifully realized and simply not done justice by the strange amalgamation of gameplay types.

A part of me wants to play it again to experience that world once more, but the thought of having to slog through the gameplay is off-putting. We'll see how it goes.
grafkhun's Avatar - Comment posted on 04/12/2010 19:48
grafkhun
Haven't played it yet, but I've always thought the art design from Double Fine was top notch. Great interview.
tomothy25's Avatar - Comment posted on 04/14/2010 06:08
tomothy25
I liked the side missions, they didn't bother me at all. I loved the Death Rack missions, if only for the brilliant Psychonaut references.
Daniel Galarza's Avatar - Comment posted on 04/14/2010 07:50
Daniel Galarza
If you all experiment with the multiplayer, I promise you'll like the game more. It's the game Double Fine wanted to make. Brutal Legend is a multiplayer game. It was not their idea to focus the marketing on Jack Black Jack Black and Jack Black.

"When we showed the game to EA, they were interested but wanted to test the concept. In focus tests, the stage battles rated high. What's interesting is the people in those groups aren't told anything about the game and have no expectations for it. One of the things you notice looking at Metacritic ratings is that the highest scores come from those who really enjoyed the stage battles, and when you get down to the critics who didn't like the stage battles those reviews often center around their expectations about what we were going to make, instead of looking at the stage battles for what they are in a fresh way. " - Tim Schafer
IncipitOmega's Avatar - Comment posted on 04/15/2010 01:31
IncipitOmega
Love the game.
bill-brown's Avatar - Comment posted on 02/26/2011 10:11
bill-brown
Creator Tim Schafer has said that he has been a heavy metal music fan since high school, and roadies have long fascinated him.[18] Schafer says: "The name was one of the very first things I thought of, over fifteen years ago. I was riding a bus, thinking about a game that would be the complete opposite of what we were working on, The Secret of Monkey Island. And Brütal Legend leapt into my head. I've been hanging on to that name ever since."[19][20] The idea behind the game first came to Schafer about fifteen years prior to its release, but its core concepts did not completely come together until after the completion of Psychonauts, when he presented his idea for the game to the team, they became excited at the concept and decided to make that their next title. dekorasyon dekorasyon kale kapý kale kapý veri kasasý veri kasasý zýrhlý kapý zýrhlý kapý yangýn kapýsý yangýn kapýsý
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