Team:

Developed by Jamie O’Brien, Steven Gladu, and Matthew Lachkovic.

Friday, September 20, 2013

concept art: phase 1


For these first brainstorming sessions, I've tried to consider color, texture, and mood more than anything.  Undoubtedly the next step in this process will be to animate the character, creating more action poses and positions, expressions, and default "at rest" settings.  This, of course, extends to the other characters that'll feature in the game, so me and Kristin have our work cut out for us.




Another thing I've been considering is the relatively time-sensitive nature of the initial design phase.  The Natty Boh Hunt takes place Easter weekend in April, which means the campus backgrounds must be green--and we're currently moving into fall.  Me and Kristin will need to hurry, as we're using line tracing techniques on existing photographs we have of campus.  Of course, the contrast between spring and fall seasonal colors may be interesting, but if the backgrounds aren't consistent, it may just look, well, bad.  It'll be good to at least have the option of having the same buildings/locations at differing times of day/light conditions/seasons.




That being said, I'm really looking forward to start designing assets and the actual levels themselves.  The characters not so much, as I'm not too comfortable drawing characters, but I suppose once we dive in as a team, things will go smoothly.  These conceptual pieces are great, even though they're a bit rough, as they're an effective visual indicator of scale, layering, shadowing, and especially stylistic choices--it's good to see me and Kristin are on the same page.  Now to get feedback from the coding team, and we can press on!

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