![]() ![]() This step is perhaps the most important and most tricky as you have to be able to visualize what the final scene should look like. Much editing is required to the skeleton to create something visually appealing. We call it the skeleton because it only provides the basic shape and structure of the scene. ![]() To begin with, we construct the pop-up skeleton using the paper kit. So you know what we’re building, here’s an image of the finished scene from the game. This scene is of a lone tree in the forest and has special significance to the narrative of the game. To give you a feel for the process involved in building a pop-up, I’m going to walk through the construction of the first scene that the player encounters when playing the game. There are rules about how folds can connect which are enforced by the paper kit to ensure only valid pop-ups can be built. The image below shows the toolbox that the paper kit provides for creating shapes and connecting them together. It provides a collection of shapes that can be connected to together to make a pop-up. ![]() To do this, we created a suite of plug-ins and scripts that we rather blandly call “the paper kit.” The paper kit works in a similar way to Lego. We use a modeling tool called modo to build all of our pop-ups. It would be tedious to have to build a box from parallel folds every time it was needed, so we have a toolbox of these more common shapes. While it looks complex it’s actually just made up of five parallel folds (shown in different colours in the image). The box fold is extremely useful and forms the basis for many architectural style pop-ups such as the shrine below. An example of a more complex shape is the box fold shown below. Normally when building a pop-up you must opt to base it primarily on one or the other mechanism.įrom these two folds you can build almost anything, but it’s helpful to define some more complex building shapes that get used over and over again. These two folds fold in different ways that lead to distinct folding motions and construction restrictions. The reason for the names should be obvious from the images below. These are called the parallel fold and the v fold. There are two basic fold types that all pop-ups are built from. It’s through the combination of simple building blocks, together with lots of imagination, that astonishingly complex pop-ups can be built. It turns out that in their simplest of forms, pop-ups are fairly straightforward. Along the way we’ve had to learn how to make real pop-ups from scratch and then figure out how to translate real pop-ups into the digital world in an efficient way. ![]() The journey to creating this pop-up world has been a long and challenging one that’s taken us over two years up until now. This folding world defines how the game both looks and plays. Even parts of the world that you don’t see fold can fold if they are required to. In this diary I am going to write about how we build Tengami‘s unique pop-up book world.Įvery scene in Tengami‘s world is constructed as an entirely authentic and working pop-up. In the first part of our diary, Jennifer gave an introduction to our game Tengami and to the team making it. This means that in addition to iOS, PC and Mac, Tengami will also make its way to the Wii U in early 2014. Since our first diary entry we have had a bit of good news, as we finally became authorized Wii U developers. My name is Phil Tossell and I am one of the co-creators of Tengami. Hi! Welcome to the 2 nd entry of our Tengami developer diary. ![]()
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