![]() If so, I will be completing a task which seemed impossible to me at the start, and I will feel a lot more accomplished with my creation. It would be extremely nice to have my own style which really grabs the player in a way that Journey does for me. The game also never tells you what to do, leaving to your own endeavoring exploration, but due to the gorgeous scenery, you can easily tell where you have to go and the things in which you have to do. When first playing this game, I found myself immersed instantly through the visual aspect, even if was it was very simplistic (which is what Thatgamecompany is talented for), it drew me into the game very quickly with its vast variety of different beautiful areas. Soft caressing 3D models which glow with the surrounding brown/golden sandy areas, then take on a blue hue when surrounded by the snowy depths. With other games such as Flow and Flower, Journey follows the same kind of design aspects, making it extremely stylised, easy to identify the company who made the game. To be able to take these ideas into perspective for my own game idea, I think the painting style, colours and initial ‘painted’ look would work really well with my own concept, and will be keeping this in mind during production.Īn extremely fantastic breakthrough for the Indie Game Company – Thatgamecompany. The detail doesn’t stop there, but depending on what the feeling of the story has progressed into, changes the colours, environment and entire aspect of the game world, giving you expressive of what the world is becoming. Water colour textures that carry a contrasting flavour of bright colours, attractive to the viewer’s gazing eyes. What strikes me the most is not only the creativity, but the colours that the world of Bastion has locked deep inside its broken kingdom, making it as attractive as possible. Jen Zee, the Art Director of SuperGiant Games, does an unbelievably fantastic job of portraying concepts made previously to demonstrate the creativity of the worlds in Bastion and then applied textures to 3D Models to represent their concept counter parts. ![]() Having played through this game many of times before, I have fallen deep in love with the overall design of this product. Research – Design Aspects and Colour Schemes After that is done, it will then be time to move onto the next stage which is to put together a list of things which I need to do to make these assets as perfect as possible for a standalone game. I will be playing the listed games as research to get a good view of thought process for these games, and then use that to my advantage to really push my idea forward. Unfortunately, I will not be coding a game for these sprites, but it would be nice to show my working out and consideration for the aspects of any program (which could potentially then contrasted into a fully fleshed GDD with a lot of detail and idea generation).īefore really focusing on creating designs, research will be conducted to understand the fundamentals of game creation and design. I may have to consider the potential of certain game programs, getting the numeric ratio right and making sure the machine can handle the graphical qualities of these assets. The reason for this general project is I wanted to push the boundaries of my knowledge on concept art and the way that professional artists/game designers set apart their goals to complete fully fleshed designs that can be easily picked up and placed inside a fully coded game. ![]() ![]() For my Final Major Project – Design for Games, I will be constructing pixelated assets for a personal 2D sprite game. ![]()
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