Line work on the poster is done! The next step is defining the values before the coloring phase.
Showing posts with label Style. Show all posts
Showing posts with label Style. Show all posts
Monday, April 21, 2014
Monday, March 24, 2014
Line Quality
Today's post will be on line quality. One of the key pieces to the art style for Shove Aside is the thick, graphic lines. As we are going for a gritty comic style, it helps breathe life into the world. In the poster, we wanted as much variety as we could get to differentiate the different materials in the world. The texture of dry patchy grass is different from a thick leather jacket or tree bark. Each part is simulated with different splotches and strokes to best evoke the feeling of that material as well as provide some artistic flair. In the examples above, you can see the different types of line quality used for the base of a tree, Dani's hair, patches of grass, tree bark, Dani's jacket, bushes, and Gabe's pants. Stay tuned for more updates!
Labels:
Concept,
Dani,
Danny,
Design,
Gabe,
Line,
Pictures,
Poster,
Progress,
Quality,
Shove Aside,
Style
Monday, February 24, 2014
Poster Creation
The next task for conception is the poster design. It will be a challenge to capture the essence of the game in one picture. The first part of the design process is figuring out what will be highlighted. As a narrative-driven game, we felt that the characters and and iconic location in the town should be prominently featured. The next step is looking for inspiring movie posters that provoke the same idea as the game. A few examples:
With the reference images and our own ideas of what the design should be, we created many thumbnails to see where the composition could go. Once a thumbnail was agreed upon to have the strongest impression, work on the final design has begun! We'll keep you posted as things come together.
Sunday, November 24, 2013
Building a Battery
Environment work has started. The first area we're creating is based off of one of the many abandoned military gun batteries that scatter the pacific coast. We've got a full proxy of the level built and navigable and now we're putting forth the hard work of turning those boring grey boxes into something beautiful.
We started by doing a few paint overs of our grey boxed level.
And from there we've begun creating assets.
More art to come so keep your eyes posted.
We started by doing a few paint overs of our grey boxed level.
And from there we've begun creating assets.
More art to come so keep your eyes posted.
Sunday, September 8, 2013
Creating the Style Pt.1
Hey all, and thanks for checking in on our weekly blogs. I’m Ryan Sand, a man with too many titles, but in this case we can call me our art director. I’m in charge of handling the development and cohesion of our art style as we move forward with the project, so that’s what I’ll be talking about today.
Since we've started working on Kassa, we've always wanted the game to have a dirty graphic style that would match the games setting and themes as well as stand out amongst most other games you’d find on the shelves today. Messy outlines with varied line weight, a dull color palette with spots of saturation, a good range of value, and a painterly messiness to our textures.
With that in mind we began to research a multitude of styles that fit our vision and how others have translated those styles into 3D. We latched onto many of the elements from artist Ashley Wood, and the animated short Backwater Gospel. We've been especially impressed with how well the messiness of Backwater was transferred into 3D, and can’t thank them enough for their making of video.
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| Danny started with broad simple concepts to nail down the look of the characters. Once he had their look down he started to brought the stylistic elements we researched to the the characters. |
As concept work develops we’re creating test assets to bring the style into 3D. Nearly all of our line work is going to be done in texture, similar to Backwater gospel. On this model we're taking advantage of extra strip geometry to give the asset outlines. Right now this is a box only with a diffuse texture, and from here we can quickly experiment to develop our unity shaders.
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| A simple crate for experimentation. |
The foundations been set and there is plenty more to come as our style develops further.
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