Today I will tell you how we design the character of Latte. It was a long, slow road, decisions were made, others were removed. The idea of making a sequel of Mr. coffee was born because we knew the potential of the originalconcept. Also, we didn't take the 100% of it, because time and our lack of experience. So Carlos's brother (Carlos is Ulpo Co-founder) one day mentioned us to do a sequel which was called "latte guy". We finally kept the character's name but we removed the "guy" Dx.
At first you have to define the character, who is and what it does. We had clear that Latte is much younger than Mr. Coffee and that would be demonstrate in his joviality and spontaneity. John, the character designer, made a lot of latte versions until we decided on one of the first who showed us.
We were clear that we wanted brown colors for the character, it's a coffee stain after all. However this model didn't convince us, that was for clothes and how the hands and feet looks. We thought that being a platformer game, the character should be simpler and the limbs easier to animate. Feet and hands complicated us a lot, so we decided to do another version of the character.
This is the last version of Latte during the game. In this version we simplify a lot of things, hands hasn't fingers and toes are simple triangles, clothes are the same as earlier but the pants turned into shorts, the colors were based on brown but predominantly yellow, the character looks human but is not equal to one.
That's how Latte was born for the videogame.
A mix between technical and aesthetic decisions.
Hope you pleases the process of the characters. We will write another entry soon, for now I leave a video about the game test operation, it stills missing animations that are in sketch, but you can see mechanics and stuff like that :D
The story of Ulpo is quite tangled, full of disappoinments, trials and of course, perseverance.
But first, I'm going to introduce myself, I'm Walter Veneros, film student, co-founder and executive producer of Ulpo.
Being a leader and building a team is very complicated and important in this area. In fact, you can make a videogame by yourself, but it could take a long time, time you can use working with other people helping you.
The Ulpo Media group, with which we are working now on Latte Deconstruction, was formed from the motivation of creators and the small fame that led us to our first game called Mr. Coffee Deconstruction.
We started from two people plus the musician, and then we became a team of 10 people from different disciplines and with different points of view. It's interesting to see how things have evolved and as a small team have gone a quite large team.
Instead of tell you about who we are, I'm going to tell you how it was that we came together and formed this team. Also, I'm going to give you some advices from my point of view to form a good working group.
Talk... Just talk
It may sounds weird, but first you must talk with everyone who are going to be your mates and possible candidates. If you can't talk, look for someone who can make it for you, or maybe you can do it by the social networks. You must talk, show what you want to do like something bigger than a dream, you can talk about it like a goal, a place do you want to arrive. The last people that were added to our team decided to join us because I talked to them about our project. We didn't talk about the money, because money isn't important at this stage, just the experience matters.
Do something before making a team, even a small thing
We made hundreds of prototypes and a few games left in forgotten folders, until we did the first videogame to be released to the public. The result: thousands of downloads (the game is free), and they were not just players...There are people seeing that something is finished and if this has had some success, hey will come to you to help you in your next project. This is also a letter presentation for any candidate you're looking for, so you can show that you are able, even while you are building a prototype with squares. The thing is to do something to show what you can become.
Your friends, your colleagues.
In our case, most of us are friends, although it was not always this way. When we started finding people, some of the team members were just acquaintances or motivated people to work with us, but with time, talks and chemistry, we become friends. Friends are good source for finding candidates, they are people that you know, and you know which are their skills and weaknesses, you know how they can help you.
Believe in yourself and your project
This is the most important thing. If you don't believe in your project, you will be practically doomed to failure. You must believe with all your might that the project will move forward despite everything, because you are the most responsible for not be forgotten.
In the next post I will talk about the conception of the idea of Latte Deconstruction. I'm going to leave you a preview of the evolution of the main character.
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