Monday, April 14, 2014

Game Art: Board Games

About:                                                                                   My Role:                                                     What I learned:
Assets from a board design class, in which we                    Artist                                                           Team Dynamics and Communication
has 2-3 weeks to develop each project.                               Part of a team of designer                          Photoshop

Magic Spawn- 2 weeks
This was a table top game where the player made use of minions and elemental attack cards (shown below)

2 Weeks- A card game where the players must shift though environmental cards in order to fight dragons and other monsters.

3 weeks- A game about the shifting of tectonic plates, and resulting disasters.

Sunday, April 13, 2014

Game Design: Vim & Villainy



About:                                                                                                     My Role:                                        What I learned:
Vim and Villainy is a British comedic adventure game that                    Co-Creative Director                     How to manage a project
harkens back to the style of adventure games created in the                Concept Artist
early nineties. Artistically, we wanted to create a game that                   2D Artist
was influenced by Russian nesting dolls dolls/Japanese
Kokeshi dolls, and the works of Eyvind Earle, Laurel Long,
and John Howe. In the demo, British and South
African-Dutch influences also played a part, as that is the
cultural references we used for this town.

In order to achieve the look we wanted for the game, I drew a number of assets such as the clouds, or 'deco sticker' decals to go on the buildings.
The people's textures were also drawn by me, for the same hand-painted look
Color Study of the town.
Color study of the rock to the left, final screenshot of said rock to the right.
Foliage and sheep were heavily stylized to fit into the wooden doll world
Environmental Development of the town.
Details like the textiles that filled the mayor's house, the stained glass window, grasses, and wooden beams were especially fun to do.
Player's journal and inventory system.
The world map, from the larger unrealized game concept, and early rock development.
Early environmental development
Early building and people designs
Designs for the GUI, inventory, dialog system, journal, and screenshots of the achievement system at the end of the game.

Game Design: Body Shop

About:                                                                                              My Role:                                                What I learned:
Body Shop is a  game that gives the player the experience            Creative Director                                   Sometimes a game sounds really good
of being a head that can attach and detach limbs at will.                2D Artist                                                on paper, but it's still important to
Constantly adjustable character creation allows the player                                                                          experiment in the early stages of design
to use different combinations of limbs to solve puzzles,
navigating the differing demands of the environment.
Play takes place on the spaceship Corbits, a once luxurious
colonization vessel that's been attacked by Igor the Particular,
self proclaimed evil genius, who delights in using his
robotic minions to run experiments on the survivors.

Screenshots
Lighting Concepts
Illustrated Environmental Asset Sheet
Robots
A Mocked-Up section of the game
Level Layouts
 Guidelines for Robot's Personalities and Movement, and Limb Attachment and Detachment
Early Concepts for the background of the ship, and robots