I wanted to show you guys some more desert concept art. Couple of posts back I showed some stuff from the Zenit Desert area. Back then we figured the area would end up in sort of a bowl in the desert with a temple ruin sticking out of one of the sides. We decided it’d be way cooler to approach the temple in more of a flat environment where it’ll be much more imposing sticking out of the flatter ground (also it eases our job with the camera, avoiding it clipping into sides of the desert that are higher up than the character).
The arid desert and the rocks sticking out of it is still in there though, but as the player draws closer to the temple, things take on a little more order to guide straight towards the temple.
As the player approaches the temple we’ll switch the camera angle to a more overhead view, but that’ll come in the screenshots later. I was tasked with developing the entrance area (and the puzzle you’ll find there) visually. So here’s a jumpcut to a closer view of the entrance.
That’s it for me for this update, but we’ll get back to you with more from this area soon!
Have a great weekend!
We wanted to share some visual progress with you guys. We’re hard at work on our vertical slice, and as Mattis showcased in the last post, we’re greyboxing the levels to prototype functionality early on. Parallell to that we’re working on assets, textures and all that good stuff to replace the grey boxes as we get them done.
I have a couple of steps along the way to show you.
After game design have made their decisions we paint up an environment to inform how we want the 3D assets to be made, as well as guide lighting and textures down the line. Here’s a concept I did for the very first room the player gets to see:
This is a typical environment concept art sheet we give to the environment artist. Separate elements, whether they’re tileable, units width and height and so on so there is as little guesswork as possible down the pipeline.
Below is the scene after we’ve gotten it back from our awesome 3D environment guy, Thomas Pasieka, with textures and wireframe and a uniform light .
This is after we’ve gotten all the 3D bits and pieces back and have reassembled them in Unity. For me, this is an awesome step to see my concept art come back as building blocks and then assemble it into something dimensional where the player can move!
And finally I have a screenshot from one of our designers playing around with lights and post processing effects. This is work in progress of course. We’re hoping to have some gameplay videos up before long as well, where we’ll have gotten further on the lighting too.
I’ll end this post with the concept art for the next part of the first environment, which is almost complete as well.
Thanks for looking! Hope you guys enjoy the updates!
Hey guys! Wanted to swing by and show you some art stuff. I’m working on a castle situated in a pretty cool place, and I figured it could be fun to let you see some steps.
I usually start by doing some sketching and thumbnails. I went for a silhouette approach to this, just to find that initial spark for the design. Numbers 7, 8 and 12 jived well for me, so I’m going to use those as a jumping off point to the next step where I flesh out the idea more.
Please click the image for a larger version, so you can make out the details.
Ok, so here’s an update. I’ll be finishing this thing tomorrow, but I wanted to show a little work in progress. I did sort of skip a few steps, but what are ya gonna do?
And another update before we’re off to vacation here at SnowCastle Games!
Hey guys! I’m first out with the intro rounds it would seem. *pressure…wheezing…breathing in paper bag* HiI´mFredrikI’maconceptartistandIliketodrawstuff. *whew* that was easier than I thought!
OK, I’ll keep it short but not as short as the first go there. I’m Fredrik and I design and paint things and creatures and houses and just about anything else you can think of that will be seen in game. We have a pretty sweet team going here at SnowCastle Games, and I’m happy to be a part of it! We’re currently in pre production and early prototyping on Project FoM which I think is an awesome game to be a part of making! We want to show and tell a lot while doing this thing, so I’ll be posting lots of art and probably some incoherent ramblings around art for those inclined to be confuzzled by me.
Here’s a couple of concept art pieces for Project FoM so it’s not an artless post.