Skin Deep: Sketches


Skin Deep will be released April 30, 2025. That’s 2 days from now!!!!!!!!!

Reviews of the game are now out:

Wishlist Skin Deep here!

To view all posts in this series, click here.


Sketches

While making Quadrilateral Cowboy, I had some loose thoughts about some sort of first-person game that takes place in spaceships. For fun I used to draw a sketch every Monday, and some of these sketches would eventually lead to Skin Deep.

These were very rough concepts/jokes – so just to set expectations, please don’t expect these ideas to be in the final game.

I find it helpful to get ideas out, either in written notes or a small sketch, during the process of figuring out the shape of something.

Maximum FPS

Jan 19, 2015 | I love games that have unexpected verbs. Toot…

Arm sling operative

Nov 23, 2015 | Simulating injuries in games is always fascinating!!

Physicality

Dec 14, 2015 | For playability and production reasons, games often treat the player as a smooth capsule that glides around the world. I love the idea of the player body being cumbersome and uncooperative.

Inventory bag

Jan 4, 2016 | So that’s where FPS characters lug around all those bullets…

Medical kit

Jan 18, 2016 | “Space painkillers” lol

Space pumice

Feb 22, 2016 | “Space pumice scouring stick | professional use only”

Tools of the trade

May 15, 2017 | I believe the lance was from the movie Thief.

Pockets

May 22, 2017 | I was trying to imagine how much bags a person would need to strap to themselves to lug around all their first-person action game objects.

Hull door

May 29, 2017 | The little light is my spare bicycle light (lol)

Turret

Jun 5, 2017 | I was riffing on the portable turrets in Half-life 1 & Team Fortress 2, and came up with this little barrel thing.


Et al

I find conceptual sketches to be a good starting point. I think it’s a helpful step to take things out of your brain and start figuring out how something would physically appear/move/open/use/etc.

Once things start being built in the game engine, things have a habit of changing dramatically (at least in my workflow). A sketch is a sketch, while a playable video game has very different needs/requirements/demands/etc. An idea can exist as a perfect gem in your mind or on paper, and finding ways to translate and interpret its juice into the actual game is always a fascinating process.

Someone… please make a game where I can press [F] to toot.

This page is based on the Journal theme by Damien Caselli.