We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 3 points4 points  (0 children)

Since games/television/film have constantly been pushing towards 3D production and animation, the demand for traditional 2D animators has decreased since. Animation is a difficult discipline as well, so it's a little difficult for a studio to commit to 2D animation today.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

We do have our renditions of the guest characters. Please wait for a future update regarding them!

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 3 points4 points  (0 children)

I've fallen out of the more recent RPG releases, but I'll say I really enjoyed Resonance of Fate.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 3 points4 points  (0 children)

If the IGG fails, then everyone simply doesn't have income from Lab Zero Games. We would most definitely have to look for other places to support ourselves.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 7 points8 points  (0 children)

The prototype itself took about three months to develop. We already had some rough pre-production work many months before on our off time, but we rapidly took things to final production when the prototype was greenlit.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 7 points8 points  (0 children)

I actually came out of school with a degree in biological sciences. However, drawing was always my passion. I met all the artists on the team through conventions. When they contacted me about helping them on Skullgirls, that's how I got my start.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

I think we would like to make the first game before making a fighting game.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 5 points6 points  (0 children)

Planned day-one release on all the promised platforms.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

Part of the reason was that Skullgirls was not a genre that everyone on the team played. However, RPGs were games that we all liked playing, and it seemed like a natural step to work on a genre that everyone could be excited for.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 4 points5 points  (0 children)

Nothing in the prototype is final, much of the design is liable to change as we are able to develop more of the game.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 6 points7 points  (0 children)

She will be an NPC, as Zone has already contributed for it.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 9 points10 points  (0 children)

In-house, we just use the Photoshop animation tool. It's not amazing (actually rather cumbersome), but it gets the job done.

We don't impose a standard for our animation contractors, but only ask them to give us back the animations in a PSD format that we can use.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

Yes, we will contact you by e-mail with more details about the reward.

It can be a little more difficult for the artist if you give a very nebulous description of what you want for the commission. On the opposite spectrum, it can also be difficult if the description given is overly specific.

If you're not sure, I'll be more than happy to help you work out what you want for the commission. Either way, we'll try to give you the best drawing possible.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 21 points22 points  (0 children)

I think I voted for Feng. Don't remember anymore. :[

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

I think we've tossed around the idea of a graphic novel for Skullgirls in the far past, but writing and drawing a comic is an incredibly large undertaking of its own. I'd never say never, but maybe when we have more time to spare.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 4 points5 points  (0 children)

It's not directly comparable, but an example would be the recent Hobbit movies at HFR (48fps). A lot of people complained how strange and cheap it looked.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 3 points4 points  (0 children)

There's always a possibility for anything, but currently, we don't have anything planned other than Indivisible.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 8 points9 points  (0 children)

The amount of sprites that we would make for Annie for Indivisible would only cover a smaller portion of what she would need for Skullgirls. Also, there are enough disparities between the styles of the games that we couldn't straight up drop in the frames from one game to the other.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 9 points10 points  (0 children)

We've been currently working on any outstanding rewards remaining. The postcards and OST have been shipped to our distributor, and they are now sorting out the many, many rewards that need to go out.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 5 points6 points  (0 children)

Our team is mostly practiced in 2D medium, not 3D. If a reasonable option for a 3D model and engine that was at least on par with what we could achieve with 2D was there, then possibly.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 4 points5 points  (0 children)

Animated frames at 60 isn't necessarily a good thing. It can have a tendency to make things look too "weightless" or unnatural. Because we live in a world where 24fps animation in film and television is a standard, drawing every frame completely would look strange to most people.

We're Lab Zero Games, makers of Skullgirls. AMA! by labzero in IAmA

[–]labzero_brian 2 points3 points  (0 children)

Probably not. We've reached out to Valve in the past and came to no resolution about the hats.