This month, Jane has decided to let me introduce you to Gray Matter from the developer’s point of view, so I’ll be your host. I’m Dinga Bakaba, game designer at Wizarbox, the studio responsible for the development, artistic direction, and game design on Gray Matter. As you know if you have been following the game’s history, we have only recently had the opportunity to work on the game. We really loved what we have discovered, the characters, the story, the setting… And we were more than eager to do our best to improve on what has been done so far. I’ll try to give you guys a glimpse as to what our main philosophy is in developing Gray Matter.
At first, not everybody was aware of the scope of the game, and its other unique characteristics. As every other Jane Jensen game, Gray Matter is a very story and character driven adventure. The puzzles, while good, are not the main focus, they serve the story and are integrated to it, like “that’s exactly what I would do myself in that case” type of puzzles. This might seem obvious for the Gabriel Knights veterans, but the adventure scene have seen over the years many games with a heavy emphasis on puzzles over story.
With this in mind, we decided to go back to the story, and immerse ourselves in Jane’s universe and vision. The first thing that occurred to us was that Jane was very precise in the kind of feeling and mood she wants: the game is, as she puts it: “Gothic Romantic”. To decode that, we first isolated the different themes in the story and worked on them separately, and then tried to blend it all together harmoniously.
The gothic architecture of the setting, the stage magic imagery, the paranormal/parascience world, the haunted manor, and some other strange and cool themes are explored in the story. And we felt that the existing visual design, while cool, lacked some soul and punch. So we added a dark and mysterious element in most of the backgrounds. We tried to make each and every single one intriguing, unique, beautiful, and worth exploring.
Then there were the characters. As you have read in the preceding word from Jane, she likes to put a lot of polish and care in crafting her characters. For the same reason, we decided to rework a bit of the character’s design to get more expressive, unique, and engaging characters. Take a look at the “before after” character design of Harvey’s (oops, I’m giving hints on last month’s guessing game).
From a game design perspective however, there was not very much to change. We are implementing the gameplay trying to stay very true to the author’s vision. The interface was completely redesigned though, to be consistent with the artistic direction. We see Gray Matter (and video games in general for that matter) as a complete package where all elements blend in to form a fully coherent experience, so we try not to neglect any aspect of the game.
Of course, it is not always “la vie en rose” on Gray Matter. We faced and are still facing a lot of challenges. It is not easy to take over such a high profile game. We are trying to both stay in continuity and to raise the quality of the experience you are about to take part in. Oh, and then there’s one challenge our team has to face, but I can’t talk to you about that just yet… A magician should never reveal his tricks, remember?
Also, the title on the game will say “Jane Jensen’s Gray Matter”. So if you are wondering, yes, it’s her game, it’s her baby, even if we (and other companies) are working on it. She follows the game’s development closely; she takes part in the decisions, and continually shares her creative vision.
I must say that I’m really eager to see how Gray Matter will be received by you: the gamers, both old time fans and newcomers. We have put our hearts in our part of the development, and are very pleased with the first feedback from the artworks. We are following closely your reactions on the forums and on this blog and we really want to deliver a game that you’ll love and remember.