The Art of Trine 4-Digital Art Book
The Art of Trine 4-Digital Art Book
The Art of Trine 4-Digital Art Book
lush whimsical environments. All of these qualities return in the latest installment of
the series, Trine 4: The Nightmare Prince.
The Art of
In this new 2.5D adventure, the three heroes are back again! Amadeus the Wizard,
Pontius the Knight, and Zoya the Thief come together on a thrilling quest filled with
dangerous foes and fantastical fairytale landscapes, as they seek out the troubled
young Prince Selius, whose nightmares are coming to life.
Foreword3 Animations183
Gameplay Animations 185
Characters5 Cutscene Animations 187
Creating Characters
Amadeus the Wizard
7
9 Effects189
Pontius the Knight 11
Zoya the Thief 13 Graphical User Interface 197
Selius Heatherwood 15
Credits205
Friendly Animals 17
D.A. Badgerborough 19
Hedley the Hedgehog 21
The Goat 23
The Message Pigeon 23
The Mother and Baby Eagle 24
The Ringed Seal 25
The Blueberry Bear 26
Toby the Corgi 27
Waffles the Cat 28
The Three Siblings 30
Enemies and Bosses 40
Common Nightmares 41
The Cursed Knight 49
A Giant Nightmare Wolf 51
Aunt Gretchen 53
The Three Knights 55
Princess Zoya 57
The Shadow Beast 59
Environments61
General Level Art 63
Gameplay Assets 67
Heatherwood Study 69
A Wintery Morning 74
The Cursed Manor 79
A Masquerade Night 86
Craghill Moors 91
The Thorny Hedge Maze 98
Heatherwood Hall and The Prince’s Dream 103
Moonlit Forest 113
The Badgerborough 119
Goldleaf Garden 125
Firwood Water 132
The Crackling Mire 137
The Blueberry Forest 143
The Gossamer Grove 150
Snow-topped Heights 155
The Nightmare Academy 161
Haunted Tombs 168
The Nightmare Prince 173
Toby’s Dream 180
It’s always a challenge to take existing and well-known characters and redesign
them, as you’ll need to find the balance between the old and the new elements.
It’s important to maintain the essence of the character and their identity, while
coming up with fresh ideas.
When designing characters into a fantasy world where anything is possible, realism
is not the first priority. Still, characters should be believable, relate to the world
where they live in, and their designs should tell a story about who they are and
what their personality is like.
Zoya is known for making her way across dark night-time rooftops
and over city walls with her trusty grappling hook and the rope
attached to it. Although the business she conducts may be far from
heroic, Zoya somehow manages to juggle her roles as a shadow in the
night and a daytime hero. Despite near-complete disregard for the
ideas of law, family or duty, Zoya is glad to be a part of the
heroic trio, for she loves the adventures they share, and
the opportunities to find hidden treasures. In combat,
Zoya’s skill and precision with her bow allow her to
fend off enemies from afar.
The Goat in Amadeus’s tutorial was one of the With the Eagles, we wanted to pay homage to
first animals made for Trine 4. He’s stubborn, large but friendly animals previously seen in
but still willing to give you a hand after you Trine games. By helping those in need, you could
have helped him in return. receive some unexpected assistance in return!
In Nine Parchments, Selius can summon the Waffles is Selius’s family cat and Selius can’t
shade of his now-dead dog, Toby. Toby died stand her as he feels like the family is more
years ago after trying to pick a fight with a pack worried about the cat than him.
of wolves.
You can find Waffles roaming around the ruins
Toby was a sweet little pup with a massive of Heatherwood Hall. When you enter the same
ego, and his death is the reason why Selius has castle in a dream, everything seems to have gone
nightmares about wolves. back in time, the castle to its former glory and
the cat is seen as a young kitten!
The Nightmare Hedgehogs are D. A. Badgerborough’s Hedley the Hedgehog has had nightmares of evil
nightmare images of his neighbor, Hedley the Hedgehog. badgers, which are a distortion of his neighbor, D. A.
With extra large spikes and a wicked grin, they give the Badgerborough. Unlike their counterpart, they walk on
spooks to anyone who encounters them. all fours and have much larger claws.
Selius has no fond memories of the Astral Academy There are more tough, armored versions of some of the
after being under lock and key for so long, and so he has nightmarish creatures, with more tricks up their sleeves.
a seriously distorted perception of what they look like. At least Elite Badgers, Elite Wolves, and Elite Satyrs
have been spotted causing havoc in Selius’s wake.
The Nightmare Wizards’ feet may be rooted to the
ground, but their arms have a long reach.
A team of 3D artists create all the 3D objects that are needed to build a level. This
means that every rock, tree, mushroom and patch of grass is painstakingly made from
scratch. Each 3D asset is created by first coming up with the visual concept, then
modeling the object digitally, and finally texturing it to give it the material and colors it
needs. The objects are then imported inside the Frozenbyte game development engine.
Once we have a library of assets that are needed for a specific level, the level artists step
in. The level artists take those 3D assets and use them to build the whole level, and use
lighting to create the fantastic feeling that Trine is known for.
Game design and game art go hand in hand, and level art
plays a key role in supporting gameplay, by highlighting
important elements and guiding the player into the right
direction. Artists have many ways to accomplish this,
such as composition, visual flow and the distribution
of detail and being able to use the color and lighting
fundamentals like value contrast to their advantage.
Heatherwood Hall and The Prince’s Dream are the same place, but in different dimensions and time. We first
build The Prince’s Dream level, and then copied it and made it ruined for the Heatherwood Hall level. But both
levels have a lot of unique areas and only some of the areas are the same.
The two levels are like day and night, one is clean and has light colors, the other one is more organic and has a
darker color scheme. This allows us variation and keeps both levels interesting even though we visit the same
place twice.
The castle’s interior art style is loosely inspired by rococo. Selius’s father’s study on the other hand is inspired by
dark and heavy baroque and gothic styles, while areas like the cellar can even go towards medieval styles. In the
end everything is tied together with Trine’s own fantasy style, so we haven’t felt it necessary to restrict ourselves
to a single period or look.
Toby’s dream is an optional bonus level which is located in the story after The Prince’s
Dream level. This is the dog’s dream with gentle light colors and tranquil atmosphere.
As a fun detail the experience collectibles have been replaced with floating dog biscuits.
The heroes are chasing the dog trough the cloudy gardens. This is a fun and whimsical level
which was a real dream to work with!
There are two types of animation in the game, the gameplay animations which
include all the movement of the characters or objects that happens while playing
the game. Then there are the various cutscene animations that are like little
movies in between the actual gameplay. The cutscenes are a crucial tool in the
telling of our story, combining recorded dialogue with cinematic animators’ ideas
on how to visually emphasize what is happening.
The Graphical User Interface means all the menus and information that pops up
on the screen while playing. The goal when creating visuals for the interface was
to keep the general aesthetic simple and clear. It should be easy to read visually on
any platform while still having smaller details to keep the familiar Trine aesthetic.
It was important to keep things bright and approachable with hints of a storybook
theme using simple icons and lots of imagery.
A new key addition was to give the player customization options for how they want
to experience the game. Our main goal was fast and easy navigation so the players
can enjoy the beautiful world of Trine without distractions.
Design Production
Lead Designer Lauri Hyvärinen Producer Antti Rantanen
Lead Level Designer Kim Juntunen Production Supervisor Joel Kinnunen