I have added a few more characters and another scene to the main demo. Please note that there are still many bugs but you can now go into the temple (middle village door) and the ‘cantina’ (end village door) and talk to a few of the characters. In this post I want to talk about some of the influences behind the artwork and the techniques I used to produce the assets.
I am a great admirer of the late Ralph McQuarrie, whose concept art left a strong stamp on the original star wars trilogy. The places, vehicles, characters and compositions in his work are very striking.
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(Source: http://www.screened.com/news/legendary-star-wars-concept-artist-ralph-mcquarrie-passes-away-at-82/3519/)
I also love the character design of Jamie Hewlett, perhaps best known for his work designing the concept band Gorillaz.
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(Source: http://pitchfork.com/features/interviews/7588-damon-albarn-and-jamie-hewlett/)
The style I am most trying to emulate is that of Luke Pearson, the artist behind ‘The End Game’. I am using a similar style with black outlines for the characters and detailed backgrounds, although mine hardly compare to Luke’s incredible level backgrounds in particular.
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(Source: http://lukepearson.com/2011/08/the-end.html)
As for the technique of drawing, originally for the concept artwork I used a vector drawing method which was quite time consuming. Also, the original size of the game was quite big - I reduced this substantially. I first got the idea because I was zooming out on the canvas in order to track bugs in the browser console, but decided it looked better this way. Of course the decrease in size will help the game’s performance and also means that it would display better on mobile phones (although mobile phone functionality/optimisation is going to be too time consuming for this project!)
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Since I do all my drawing on paper first, I thought that the best solution for rapid creation of assets would be to draw them, and use the drawn outlines, adding colour digitally. The rough drawings were sketched, then traced with black pen on baking paper, then scanned. the background was removed and then painted in digitally. I am fairly happy with the result and the speed at which I am able to create the assets.
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In the next blog posts, I will be talking about testing and further framework updates that have happened since the last technology blog post.