Art & Design
King Arthur's Gold - behind the scenes
Exclusive for IndieGameStand
The history of KAG's development with never before seen sketches, graphics, drafts and prototypes used by MM and Geti, the creators of KAG, when designing, creating and collaborating online to make the best multiplayer game ever made.
It all began with an old SNES game
Which was a seed in MM's mind, which eventually lead him to draw this sketch in a moment of inspiration.
Fortunately Geti became the graphic artist
The very first mockup by Geti
These knight sprites were the first things Geti sent to MM after he was hired. MM seriously considered firing him because King Arthur's Gold wasn't set in medieval Japan :p.
Second mockup with a tree
Less japanese knights but still samurai.
What became eventually the alpha
That's much better.
First mockup of emoticons
Emoticons were an innovative idea which proved very succesful.
Early design of engineer + mechanisms
Mechanisms were seriously considered by the devs at every stage of the game's development.
Capture The Flag poster
After seeing how flawed the Goldhunt mode was the devs decided they need to introduce the simplest most straight-forward game mode in order for the game development to move forward.
A sketch of how collapses were imagined
Various failed overhaul concepts
Actual overhauled sprites
Various sprites which didn't make it to the game including:
- realistic proportions sprites
- sand tiles
- movable platforms
- different knight classes
- conveyor belts
- canopy
Collapse re-imagined
How trees should work
This was how trees were supposed to work in the alpha but it was only possible to do later in the beta with the help of scripts.