Lighthouse: The Dark Being Development
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Game Design Document
Concept ArtNone available
Developer Notes
In many ways Lighthouse was the height of my career with Sierra. My long term goal at Sierra was to become a game designer. With Lighthouse I had the opportunity to both design and creative direct the project. After the success of Myst, the company wanted to do a fully 3D rendered adventure game. At the time I was working as 3D art director, responsible for the selection of modeling and animation tools, and for managing 3D resources. As art director on Island of Doctor Brain and Outpost, I already had a few years of design experience, and was pushing for a full time design position. Ken Williams called me into his office one day, pulled out a copy of Myst and said; “Can you do this?” I said yes, and the game went into development.
When I began writing the story, I wanted to combine aspects of science fiction, fantasy, and folk stories. I referred to the game as a “Science Fiction Folk Tale”. Some of the settings were inspired by role playing designs I had created years before. The tower the player first encounters when entering the parallel universe was originally a pencil and paper design for a D&D adventure called “The Roost”. The tower was built by a tinkering magician who created mechanical birds and then a birdman, which ultimately killed his creator. Kind of a mini Frankenstein tale.
The world the player arrives in is inspired by the machine age, from the drawings of Leonardo De Vinci, the stories of HG Wells, and the integration of machines and natural forms, resulting in a steam punk-like universe. The “Dark Being” is a trickster character, a combination of traditional trickster characters like coyote with the Grinch who stole Christmas. His use of technology is destructive, the antithesis of the overall philosophy of integrated technology and nature that is the foundation of the parallel world.
It was important to me to have 3D animated characters in the game to bring the world to life. Our models were built and animated on SGI machines using Alias, and our motions were created at Biovision. The landscapes and architectural settings were created using both Autodesk 3D Studio and Alias. To my knowledge it is one of the first adventure games with fully rendered and motion captured characters.
Game Transcript
References
- ↑ obscuritory.com/adventure/lighthouse-the-dark-being/ (web archive) - March 6, 2011
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