C8 chronicles
Cinematic Vision
case study
Fragments The Game
.report
004 C8-FRG
related entity
video games
.report


Fragments The Game





Challenge


Fragments The Game is a narrative-driven experience set in a dystopian future, where players navigate through a fractured world to uncover hidden truths and solve intricate mysteries. This game weaves together a compelling storyline with detailed character development and visually stunning environments. The deeply developed characters, each with unique backstories and motivations, drive the player’s engagement and emotional connection. Fragments not only represents a significant creative project but also marks the genesis of artsci.tech and its innovative tools and methodologies.

The journey of artsci.tech began with Fragments The Game. As the project's complexity grew, it necessitated the development of custom tools and frameworks to achieve the desired artistic vision. These tools, initially crafted to overcome specific challenges in Fragments, evolved into the core of artsci.tech's offerings, setting the foundation for our art+science.technology approach.

The primary challenge was visualizing and developing the game's rich, complex world. Traditional methods were insufficient for the scale and depth required, leading to the need for advanced tools that could bring the creative vision to life with precision and efficiency.


Approach


To create the game's concept designs, custom low-rank adaptation models were trained using original designs. This approach ensured that the artistic style remained consistent and true to the game's vision.

Concept Designs:
  • Training Process: Original designs were used to train custom models, capturing the unique aesthetic required for Fragments.
  • Outcome: This resulted in high-quality, consistent concept art that visually represented the game's narrative and characters effectively.




Solution

The development of Fragments led to the creation of innovative tools and methodologies that became the foundation of artsci.tech.
The custom low-rank adaptation models and custom framework significantly improved the efficiency and precision of the visual development process.
These tools allowed for deeper creative exploration, enabling to iterate quickly and refine the game’s visual and narrative elements effectively.

The methodologies developed for Fragments were scalable and adaptable, allowing artsci.tech to apply them to various other projects and industries.




Some design languages or concepts cannot be generated with existing AI models because the AI doesn't understand them or lacks the knowledge of certain styles.


In this example, we teach the AI model to understand what filaments and strands mean and how they form in specific scenarios. We train the model using previously created designs that were developed in 3D software over the years.

AI generated image after training.

Here, we can observe the same design style applied to an environment design. The AI model created for strands / filaments showcases its flexibility and creative potential.
Same design approach injected into this concept art.
Character Design: Kybele

Same design style applied to the outfit of a Game Character in Fragments. Once again, the created models showcase their flexibility and creative potential.

Exploration: Arid Landscapes of Fragments:
Another but similar approach by training a model using aerial shots of various locations on planet Earth to create the arid landscapes of Fragments. 
Over time, the overall this look didnot go well for the Fragments The Game, but still a good contex for a case study.
For more details, you can read about the Landscape of Fragments and how its adapted in game’s current state.

This section will have its own case study in near future. This section showcases an another internal framework in progress, functions by feeding in your story, whether it’s a screenplay or a short story. 
It then breaks it down into beats and extracts storyboard ideas from those beats. By choosing various options, it generates ideas into prompts to execute quick and rough storyboard sketches, or rough concept art ideas. 

Character Design: Ancients
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