Category Archives: Braid Development

Updates on the development status of Braid (its completion, where it will be available when finished, etc).

The Art of Braid, Part V.


David Hellman has posted Part V of The Art of Braid over at his blog.

Bloopi (Braid sidekick)

This time he moves away from the Visual Art side of things and gets more into the Emotional Art territory (of course, these two territories are inseparably intertwined — how things look are a dominant factor in how you feel about them). He discusses the ways in which we make the player cry and become more socially conscious, and in the process reveals why Braid is taking so long to be released. Really we are revolutionizing the emotional landscape of the player experience in ways that mainstream games could never hope to match.

Braid interview at the 1UP Show Podcast.

The 1Up Show guys interviewed Jonathan Blow and David Hellman about Braid. Sadly, the interview doesn’t lay too much context about the game for people not familiar with it. But we still get into some interesting topics. The 1UP guys genuinely like Braid and are looking forward to its release; we were glad to do the interview with them.

Here’s the video:

(An embedded player from gamevideos.com was here. It used Flash, which browsers no longer support.)

Here’s a link to the entire podcast.
The other games in the show are Super Smash Brothers Brawl and Dark Sector. The Braid piece starts about 10 minutes in.

The Art of Braid, Part II.

David Hellman has made his next posting about the art process for Braid. You can read it here.

Early Braid Art Concept

It’s interesting the way this one follows a bunch of early concept drawings that iterated on one of the early programmer-art screenshots. I look at some of these and can envision entire alternate histories of How Braid Might Look Very Different Today If We’d Made Different Decisions or Had More Coffee One Morning or Something.

First-draft Asian translations are in.

Traditional Chinese:

Braid Traditional Chinese

Korean:

Braid Korean

Japanese:

Braid Japanese

I cannot read any of these languages, but it’s nice to see.  For those of you who offered to help verify the translations, we aren’t going to do that quite yet.  There’s still a round or two of basic housekeeping that we need to do properly (making sure the game doesn’t word-wrap at inappropriate times, making sure things are positioned in the right places, fixing the totally messed up kerning in the Japanese file.)

Getting closer!

David Hellman on the graphic art for Braid.

Braid has a unique art style, developed by David Hellman. Over at his blog, he’s begun explaining how the style came about. His first posting shows the earliest experiments in terms of color and style; I imagine he’ll go step-by-step through development until we get to the finished game.

Here’s one of the early prototypes:

Draft of Braid Trees

Also, don’t miss the link to the Braid page in David’s portfolio, which also has discussion of the art style, and why and how it came to be what it is.

If you are fluent in a language, drop me a line.

I’m looking for a handful of volunteer playtesters to help verify that the translations of Braid into various languages are doing a good job.

Braid is in the process of being translated right now. The translators seem like they know what they are doing, so I have no explicit reason to be worried about the quality of the translations. However, it would seem weird to me to just take the translated version of the game and put it out into the world without doing some kind of due diligence on the result (especially given how many badly-translated games we have all seen!)

So if you are fluent in one of the following languages, drop a note here with a way to contact you (it doesn’t have to be public; just let it go into moderation and I will read it). And I will set you up with a playtest copy of the game. I mean seriously fluent, i.e. speaks the language like a native; not, hey, I had a couple of years of that in school.

The languages are: French, German, Spanish, Italian, Portuguese, Japanese, Korean, Traditional Chinese (which I guess means Mandarin non-simplified?)

Thanks!

Ad Blitz.

The title is a bit of an overstatement. But recently we were thinking about what the ads for Braid would be like. (It’s actually a requirement of Xbox Live Arcade for a game to have some bitmap ads made, which can be placed on the Live dashboard and on the web site).

I deeply dislike ads, but I took this as an exercise to come up with something simple that communicates useful things about the game in a straightforward way; that is faithful to the nature of the game, without being base in the hope of attracting peoples’ attention; and that is respectful of the viewer’s attention. After some back-and-forth with David we came up with the following:

Braid Xbox Live Arcade Banner

Braid Live Billboard

We did not put a huge amount of effort into these; we feel it’s more important to put the real effort into the game. But I think they’re relatively sophisticated and communicate a lot about the game in a simple fashion. (For example, most people who have played platformers will probably understand the genre just from this picture).

One thing they don’t communicate, unfortunately, is that this is a sophisticated puzzle game about time manipulation. But that seems like the kind of thing that is difficult to communicate in a bitmapped ad like this, without resorting to lots of verbiage and betraying the aesthetic of the game, or else just being ineffective.

So we’re settling with conveying the art style and the conflicted sense of emotion, and from there people can download the free demo and see if they like the time stuff.