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.

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