Setting the ambiance

For the village we decided to go cubism style! From an artistic perspective this was a great challenge, because less is not always more when it comes to good design. But with the technical limitations that we encountered with previous projects we thought that learning from our mistakes may be a good idea. So, we approached this fresh new project with some guidelines that, when performed in the right way, could make the art style even stronger. Below you can see two character sheets from which we are going to set up the rest of the art assets. Call it a style guide. When using low poly models one will always lose definition that in the concept art can give the asset its character. Keeping that in mind we used the low poly look in the concept art, so that it translates directly without loosing the original characteristics.

Here you can see the first two characters for the project. The base of the body and the head are the same. With some skewing and adding some attributes, we can create totally different characters. The player’s character, or the vanilla character as we call it, will have the same basic shape.

Character sheet Pirate Weasel

Character sheet Pirate Weasel

The characters in our game know one extra little trick: they can stretch or hide their necks, which is not only verry funny, but also gives them more room for emotional expression ;)

Character sheet Baker Moose

Character sheet Baker Moose

Below you can see one of the villages where your adventure will take place. This concept art is made to define the setting, the ambiance, to communicate the use of colors and to give some idea of what you can do in the game. We make these early game play mock ups to check the point of view for the camera and to check if everybody in the team is on the same level. The game will not be as isometric as in this picture though, but this kind of perspective does allow for showing a lot of information in one picture. The environment in this artwork may be less cubical, but the simple shapes are clearly recognizable. The technical limitations will force us to use tiling to and recycling the textures as well as the models to maximal extent. But the most important thing is that every asset communicates just that what it is for. So, in the case of the pirate house i.e. we will make a unique model to give it the characteristics that it needs gameplay wise.

Concept art The Village

Concept art The Village

Soon we will show you even more sketches and art assets! So keep an eye on us ;)

Cheers,

Selma