Triogical: the Making of

Triogical, the ultimate brain teaser game

Artworks, work missed, digital painting ... the making of Triogical

The development and design of Triogical took 1 year, almost to the day.

5 major projects for its implementation:

Editeur de tableaux The creation of the web-based map editor, enabling to crypt a map so that the game can read and display simply.

Editeur de tableaux Development of the game, the biggest building site with complex algorithms, iOS and Android compatibility, in-app purchases, responsive content for smartphone and tablet, sound FX and music, the fluidity of the animations, operator networking & wi-fi, the hall of fame, security, memory optimization...

Editeur de tableaux The design, with a lot of graphic research, many sketchs, vectorial and digital painting.

Editeur de tableaux The design of the 112 levels, each one thougt to the maximum. The first levels are tutorials, up to the toughest levels. A level can take between 30 minutes and 6 hours of thougt to be created and that it contains sufficient subtlety to make the player addicted.

Editeur de tableaux The Apple and Google Play stores, which are each a labyrinthine system of steps to follow that are not always explained and very difficult to access to neophytes

With 10,000 downloads in 10 days, if this continues on this momentum, chances are that a third castle containing many levels could be born!

Sketch of Zappy - Triogical

Sketch of Zappy

Fast sketch of Zappy

Design of the gem that Magneto will have to capture

The green gem

Design of the gem that Magneto will have to capture. This is one of the two objectives of the game, the other being the pyramid to disintegrate.

Illustration of Eolia and the Wizard

Illustration of Eolia and the Wizard

Sketch of the magicians. They will then be created in digital painting with Photoshop.

Evolution of the illustration of the magician Eolia

Evolution of the illustration of the magician Eolia

1/ Sketch of Eolia.
2/ Creation of contours that are then imported on Illustrator to obtain more defined vectorized outlines.
3/ Flat digital painting.
4/ Finishes.

The 3 magicians: Eolia, Magneto et Zappy

The 3 magicians: Eolia, Magneto et Zappy

Sktech of the 3 magicians.

Evolution of the illustration of magician Magneto

Evolution of the illustration of magician Magneto

1/ Sketch of Magneto.
2/ Creation of contours that are then imported on Illustrator to obtain more defined vectorized outlines.
3/ Digital painting.

Every magician has his grave, not jealous!

Every magician has his grave, not jealous!

Tombs in a lugubrious mood, bathed by the moonlight ... about it ..., it would have been fun to add a witch on his broom before the moon ;-)

The hat of Magneto, flat and volume

The hat of Magneto, flat and volume

There was the choice of making flat or ultra detailed design. In the end, the intermediate was chosen that can be seen in the splashscreen design.

Evolution of the illustration of Zappy

Evolution of the illustration of Zappy

1/ Contours vectorized on Illustrator.
2/ Digital painting.

The magician advisor

The magician advisor

This magician advises and assists the player in his quests.

Animation of the Triogical Golem

Animation of the Triogical Golem

The golem remains impassive and indestructible. It's just there to bother you ...

Making of the #1 castle: Magic School

Making of the #1 castle: Magic School

Magic School Castle contains 52 evolutive levels in tutorial form, hence its name "School of Magic". Some levels have a door having a different design, this is a much harder level than the previous ones.

Clouds Animation des nuages

Clouds animation

4 clouds with alpha and white degraded to transparent, randomly arranged and animated at random speed.

The walls of Triogical levels

The walls of Triogical levels

16 combinations of walls to manage their different displays. In computer science, we use the "Marching Square" or "Bit Masking" method.

The 4 gates representing the difficulty of the levels to be solved

The 4 gates representing the difficulty of the levels to be solved

Testing the first castle design

Testing the first castle design

Not enough universe fantasy, too detailed, too serious and real ... go to the trashcan!

Construction of the Triogical's splashscreen in pencil then Illustrator

The Splashscreen: Zappy

Construction of the Triogical's splashscreen in pencil then Illustrator. Here is the old illustration of Zappy, which will not appear on the final splashscreen.

Sketch with a set of castle towers to give the atmosphere on the website

Sketch with a set of castle towers

This in order to give an atmosphere on the site triogical.com, positioned at the footer. Design not used.

Sketch with a set of castle towers to give the atmosphere on the website

Sketch with a set of castle towers

A second try for the footer of the site triogical.com, not used also ...

Photo of Triogical in situation

Rendered on an iPhone

Small promotional photo

Level map editor

Level map editor

Web editor



Making of de Triogical: level editor, sketch, digital painting width Photoshop

Video summarizing the creation of a level and the result in the mobile game. Some sketch and digital painting inside photo gallery in the video.









Making of du golem: rendering of the mobile version compared to the old PC version

The Bevel and Stamping layer style on Photoshop provides 3D rendering with volume simulation, shadows and lights.