Monday, 5 May 2014

Initial Environment Sketches/Development

I've been experimenting with my first style aesthetic (thick-outlined graffiti inspired vector art) and looking at ways i could create assets for the environment. The style is quite difficult to apply depth and detail with  but here's what I've been working with.

These are the platforms I've initially created. I wanted to create a sort of rope bridge in the sky. These are quite basic and I'm not sure I really like them. 

I like these cloud designs as the lines give them a good sense of depth. The lightning bolts are weak but the ideas for the rain drops could work well.

I was trying to work out a way a snake asset could be included in the clouds. I'm really not sure this envionment works as there is too much repetition with the cloud assets. I think it could leave the screen looking too busy and confusing for the user. 

Snake Asset Outline

This is the final snake asset I created. I really like the final outcome and the outline is really clean. This is one of my first proper attempts at colour filling in illustrator. I have a lot to learn and I'm not sure it's going to work properly with the environment I want to create. 


Environment Re-think...

Because of the lack of success with my initial ideas, I wanted to experiment with my second style aesthetic (Low Poly 2D). For my initial sketches, I used PHOTOSHOP to experiment with techniques to add depth. I began by focusing on the background fills to add a background too.

To get a good idea of style and colour I did some initial digital painting of clouds in the sky.

Initial background painting. Really rough just throwing out some ideas. I liked the idea of creating strangely coloured mountains with a really large moon.

I took the mountain idea forward and applied the low poly style. This was created in photoshop so it isn't as clean as it would look in illustrator.

A background idea with a large moon.




I then experimented by creating some roughed out environment pieces to put on top.

These environment platforms art painted it photoshop so it doesn't employ the low poly style however I like this sort of layout and camera view. It allows you to see enough of the environment to know what you're supposed to be doing but not enough that you don't want to keep exploring. It keeps you wanting to know what's coming up.

These were some of the low poly assets I've created in illustrator to use as a test. I found that you have to pay attention to the angle of the polys you are creating and the placement of colour. You can create a good sense of depth with this style and the pieces contrast nicely to the background. A real sense of depth is created.



I've also been researching other aspects of game design so that this project doesn't completely revolve around the art style.

http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/

This article gave a good insight into designing a platformer and the main aspects that make one fun. I've got a lot of food for thought and have been trying to design my concepts around the points featured. 

If I'm going to focus on a dynamic environment I will have quite a few animations running through my game. I found this point interesting and will look to focus on this when creating them.

"5. Make it possible to change animation states anytime, anywhere

The character’s animations should follow the player’s movement, not the other way around. In other words, the player’s movements should not be limited by the animations. Ideally, any animation should be able to start from any other animation, at any time. The player wants to run, jump, grab onto a ladder in mid-air, climb up, shoot his gun, and jump off the ladder. The animations should allow him to do that.
Also, the player should never have to wait for his character’s animation to end before he is able to move again. Do not disable input while an animation is playing, causing the player to wait for the animation to end before he can move again."

I also think that this point was valid in giving my environment direction. Giving yourself a premise no matter how big or small can really help generate ideas. As I'm changing the direction of my art style, I will look to create a simple back story to my game. 

8. Have a story and atmosphere in mind

Define the game’s story early on in development. The story is a guideline for the game’s overall atmosphere, art style, and goals. The story can be complex or a single line of text. You can reveal the story to the player in cut scenes and dialogue, or you do not need to show it to the player at all. As long as everyone working on the game knows what the game’s story is.
Example story: A lone marine fights hordes of zombies and demons on a moon base.
From this story we know what the game is about.
  • lone – single player, solitary character
  • marine – fighter, army, military, tough-as-nails, guns, shoot stuff
  • fights – action, fighting
  • hordes – many enemies, relentless
  • zombies – gore, gun fodder
  • demons – supernatural, dark
  • moon base – sci-fi, futuristic, remote



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