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Game production materials

 Subject
Subject Source: Local sources

Found in 808 Collections and/or Records:

Unidentified character concept art, December 1996

 Item
Identifier: STITT-INSOMNIAC.1.1.2
Scope and Contents From the Collection:

This collection includes artwork, level designs, and game design concepts from the career of Craig Stitt, artist and designer at the Sega Technical Institute and Insomniac Games. This collection also includes original artwork by Stitt, created before and after his tenures at Sega and Insomniac.

Dates: December 1996

Unidentified game maps

 Item
Identifier: FLITMAN-MINDSCAPE-PRODUCTION-OTHER.8
Scope and Contents

This is a collection of three maps in Mark Flitman's collection from his work at Mindscape. It is not yet known what game these maps are related to or whether they came from the same project.

Dates: 1990–1996

Unlabeled notepad sketches

 Item
Identifier: PAYNE-STI.14

Unproduced project character concept art, est. 2001

 Item
Identifier: STITT-INSOMNIAC.2.5
Scope and Contents From the Collection:

This collection includes artwork, level designs, and game design concepts from the career of Craig Stitt, artist and designer at the Sega Technical Institute and Insomniac Games. This collection also includes original artwork by Stitt, created before and after his tenures at Sega and Insomniac.

Dates: est. 2001

Unsorted artwork

 Sub-Series
Identifier: SWARR-ART-MISC
Scope and Contents From the Collection:

This collection incldues concept art, design documents, correspondence, and other documentation from Gabe Swarr's work as character designer for the 2003 video game Go! Go! Hypergrind. The collection also includes a small assortment of zines, cards, and memorabilia illustrated by Swarr; some of these materials have not been scanned.


Content Note: This collection includes depictions of nudity and other suggestive content.

Dates: 2003

Unsorted Gunhouse artwork

 Item
Identifier: NECROSOFT-GUNHOUSE.3
Scope and Contents From the Series:

This is a collection of hand-drawn artwork for the game Gunhouse by artist Juan Ramirez, which were used as the basis for in-game graphics. The majority of this collection was unorganized when it was received, and no attempt has been made to organize those unsorted documents.

Dates: est. 2019

Unused Atrus performance capture, 1 [miniDV], November 17, 1999

 Item
Identifier: CYAN-REALMYST-PRODUCTION.6
Abstract

This video appears to be an unused performance of Rand Miller as Atrus for use in realMyst (identified on the tape as "Myst 3D"). It appears that Cyan planned to record a static video of Rand Miller's face to map onto a 3D model of Atrus. However, the final game uses a traditional full-motion video performance instead.

Dates: November 17, 1999

Unused Atrus performance capture, 2 [miniDV], November 17, 1999

 Item
Identifier: CYAN-REALMYST-PRODUCTION.7
Abstract

This video appears to be an unused performance of Rand Miller as Atrus for use in realMyst (identified on the tape as "Myst 3D"). It appears that Cyan planned to record a static video of Rand Miller's face to map onto a 3D model of Atrus. However, the final game uses a traditional full-motion video performance instead.

Dates: November 17, 1999

Unused Riven commercial, no audio [VHS], 1997

 Item
Identifier: CYAN-RIVEN-PROMOTION.07
Scope and Contents From the Collection: This collection includes over 200 videotapes and audio recordings from the history of Cyan and the Myst series. The videos are primarily from the production of Riven: The Sequel to Myst, including raw camera footage and composite tests from the filming of the live-action portions of the game, developer interviews, and behind-the-scenes footage used in "The Making of Riven" documentary. The tapes also include footage from other Myst-related projects, along with footage from general Cyan...
Dates: 1997