Ideally I would have a lot more silhouettes for each character design, however as I've tasked myself with designing a total of 10 characters (female and male counterparts for Jocks, Hipsters, Goths, Nerds and Burn-Outs) I've stuck to 4 silhouettes each for now.
Showing posts with label creative research. Show all posts
Showing posts with label creative research. Show all posts
Tuesday, 18 February 2014
Sketches
I've been doing some rough sketches before I move in to the silhouette stage of my character designs. I find this is the best way to get rid of cliché ideas and get a feel for how the characters' shapes, proportions and poses will be pushed. This post is a work in progress so I'll be updating it with more sketches shortly.
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| Figuring out how the styles proportions will work. |
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| Sketch compliation |
Monday, 10 February 2014
"Goths Vs Jocks" Mood Board
Mood board for "Goths Vs Jocks." I've been looking a lot at contemporary illustrators such as Alessandra Criseo for inspiration for the character designs and I want the game itself to have the cartoony feel of Skullgirls with the humour of Scott Pilgrim The Game.
2D Fighting Game Research and "Goths Vs Jocks" Game Brief
After looking in to different game genres, I noticed that pretty much all modern 2D fighting games were done in an anime style, usually featuring scantily clad female women.
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| Skullgirls (Lab Zero Games, Reverge Labs, 2011) features all female characters in an anime-esque style. The game was criticised for its inappropriately dressed characters and "juvenile animations." |
| Mortal Kombat 2 (Midway, [arcarde] 1993) is a rare example of a 2D fighting game in a non-Anime style. The developers strove for realism however as this was developed in 1993, the graphics are obviously not as advanced as today. |
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| BlazBlue: Calamity Trigger (Arc System Works, 2010) is a traditional anime style fighter. |
Portraiture
I painted this portrait of my brother and was curious to see what it would look like in other art styles. Here are the cel shaded, pixel and vector versions:
Art Direction Research
I've been looking in to the different influences and inspiration for games in order to appreciate how outside influences may inform the art style of my own game idea.
Transistor (Super Giant Games, 2014)
The upcoming game Transistor has a distinct art nouveau feel to it whilst still maintaining a sci-fi genre. The game's creative director Greg Kasavin stated on the topic of what influenced the art direction for the game:
"...we take sort of a melting-pot approach on our team, drawing from many different sources and media across all different aspects of the game... we ended up with this romanticized, anachronistic-feeling city with some vintage qualities and some futuristic qualities as well. Jen Zee our art director took influence from the Art Nouveau movement of the early 20th century for aspects of the visual style, and we also looked to aspects of the late ’60s and ’70s when thinking about the game’s world."
Transistor (Super Giant Games, 2014)
The upcoming game Transistor has a distinct art nouveau feel to it whilst still maintaining a sci-fi genre. The game's creative director Greg Kasavin stated on the topic of what influenced the art direction for the game:
"...we take sort of a melting-pot approach on our team, drawing from many different sources and media across all different aspects of the game... we ended up with this romanticized, anachronistic-feeling city with some vintage qualities and some futuristic qualities as well. Jen Zee our art director took influence from the Art Nouveau movement of the early 20th century for aspects of the visual style, and we also looked to aspects of the late ’60s and ’70s when thinking about the game’s world."
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| A comparison of screenshots for the upcoming game Transistor (left) and the art nouveau style of Henri Privet-Livemont's posters (top right) and Gaudi's architecture (bottom left.) |
Interestingly the artists of 'The Skillful Huntsmen' (Design Studio Press, 2012) also encourage this approach of combining contrasting elements as "by successfully mixing various genres, a designer can come up with a fresh and new aesthetic that nevertheless feels familiar and accessible." (Robertson, S. 2005)
DMC: Devil May Cry (Capcom, 2013)
Although a 3D game, DMC: Devil May Cry contained cut scenes depicting 2D painterly flashbacks of the main character Dante's childhood. For these scenes 15 conceptual paintings were created by the game's art director Alessandro Taini, then animated by post production company The Mill. Taini states "Most of the Painting are inspired by Caravaggio paintings but even William-Adolphe Bouguereau." The Caravaggio influence is very much evident in the theatrical lighting and dramatic scenery and furthermore is undeniable in the imagery of Dante holding a slain demon's head, a clear homage to Caravaggio's "David with the Head of Goliath" (see above.)
A compilation of the sequences can be seen here:
Jazzpunk (Adult Swim Games, 2014)
Another interesting aspect of the art direction is the game's title sequence. A colourful, minimal animated sequence that makes use of lively blocky shapes which can be likened to the work of Saul Bass.
Finally, and perhaps most noticeably, is the game's art style itself. Character models, for example, are simple blocky shapes similar to the symbols found on the doors of public toilets or boardgame pieces. The game as a whole makes use of bright, blocky colours and thick comic-like black outlines - A simple but effective love letter to pop art style.
Cuphead (StudioMDHR, unreleased)
Set to release in late 2014, the upcoming indie run and gun game Cuphead has been inspired by 1930s cartoon animation, particularly the work of Fleischer Studios (Betty Boop, Pop Eye.) All aspects of gameplay emanate this vintage style, from the traditionally painted environments to the prim and proper typography. The developers have even recreated a film grain effect and appear to have offset the RGB values of the images to create the effect of an old television screen. The irony of using (breaking?) modern technology to create the outdated and damaged effects of older technology is definitely intriguing.
DMC: Devil May Cry (Capcom, 2013)
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| A comparison between Taini's Devil May Cry flashback painting (left) and Caravaggio's "David with the Head of Goliath." (right) |
Although a 3D game, DMC: Devil May Cry contained cut scenes depicting 2D painterly flashbacks of the main character Dante's childhood. For these scenes 15 conceptual paintings were created by the game's art director Alessandro Taini, then animated by post production company The Mill. Taini states "Most of the Painting are inspired by Caravaggio paintings but even William-Adolphe Bouguereau." The Caravaggio influence is very much evident in the theatrical lighting and dramatic scenery and furthermore is undeniable in the imagery of Dante holding a slain demon's head, a clear homage to Caravaggio's "David with the Head of Goliath" (see above.)
A compilation of the sequences can be seen here:
Jazzpunk (Adult Swim Games, 2014)
The recently released Jazzpunk, developed by Necrophone Games and published by Adult Swim Games, is described as "James Bond meets Dada art." Dada, an art movement that began as reaction to the horrors of World War 1 rejects reason and logic and prides itself on ridiculousness. This concept fits hand in hand with the erratic, zany, comedy adventure gameplay of "Jazzpunk."
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| A comparison of the comedic ridiculous gameplay of Jazzpunk (left) and the surreal composition/use of primary colours in Francis Picabia's Amorous Parade. (right) |
Title Sequence for Jazzpunk (skip to 0:04:14)
Saul Bass' Title Sequence for Hitchcock's Psycho
Another interesting aspect of the art direction is the game's title sequence. A colourful, minimal animated sequence that makes use of lively blocky shapes which can be likened to the work of Saul Bass.
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| A comparison of Saul Bass' Vertigo poster to Jazzpunk, particularly its title sequence. |
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| A comparison of the character style in Jazzpunk to the work of Roy Lichtenstein. |
Cuphead (StudioMDHR, unreleased)
Set to release in late 2014, the upcoming indie run and gun game Cuphead has been inspired by 1930s cartoon animation, particularly the work of Fleischer Studios (Betty Boop, Pop Eye.) All aspects of gameplay emanate this vintage style, from the traditionally painted environments to the prim and proper typography. The developers have even recreated a film grain effect and appear to have offset the RGB values of the images to create the effect of an old television screen. The irony of using (breaking?) modern technology to create the outdated and damaged effects of older technology is definitely intriguing.
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| An image of Max Fleischer alongside a cut out of his creation Betty Boop. |
Case Studies - Painterly Art
Bastion (2011)
Developer: Super Giant Games
Platform: PC, Mac, XBLA, iOS
Genre: Action RPG
Age Rating: 10+
Bastion is a fantasy action role playing game produced by indie developers Super Giants Games and published by Warner Bros. Interactive Entertainment. The player controls "The Kid" as they fight their way through floating isometric environments whilst a narrator tells the game's story.

One of the major selling points of the game was the art style and the game sold more than 500, 000 copies in 2011. In the same year it was nominated for the 2011 Independent Games Festival awards at the Game Developers Conference in the Excellence in Visual Art and Excellence in Audio categories.
Night in the Woods (Unreleased)
Developer: Infinite Fall
Platform: PC/Mac
Genre: Adventure/exploration
Age Rating: N/A
Night in the Woods is a currently unreleased 2D adventure and exploration game that was funded via Kickstarter. The game is heavily story based and centers around the player character Mae who drops out of college and returns to her home time to find that the town has changed.

Another game that's selling point was the unique art style. Though the style is not "painterly" int he traditional sense, it is an aesthetically pleasing merge of a smooth vector style and muted raster textures (though in retrospect this game is more one for the vector art category.) The game currently has over 7000 backers on Kickstarter and was funded in less than 72 hours - Largely due to the unique and beautiful art direction.
Rayman Legends (2013)
Developer: Ubisoft Montpellier
Platform: PC, Xbox 360, Xbox One, Ps3, Ps Vita, Ps3, Wii U
Genre: Platformer
Age Rating: 7+
Rayman Legends is the fifth title in the series and sequel to Rayman Origins and up to four players can make there way through a range of visually stunning stages.

The game used the UbiArt Framework engine which is very "artist-friendly," allowing artists to drag and drop their artwork in to the game directly. The time and budget allowed for the creation of many intricate, hand painted environments and the game is undeniably one of the most aesthetically appealing AAA games to date.

To conclude, painterly art styles are often used in games that aim to have the art style as a unique selling point. It is the most versatile of all the styles and allows for a range of creative, stylised artwork that can appeal to any audience.
Developer: Super Giant Games
Platform: PC, Mac, XBLA, iOS
Genre: Action RPG
Age Rating: 10+
Bastion is a fantasy action role playing game produced by indie developers Super Giants Games and published by Warner Bros. Interactive Entertainment. The player controls "The Kid" as they fight their way through floating isometric environments whilst a narrator tells the game's story.
One of the major selling points of the game was the art style and the game sold more than 500, 000 copies in 2011. In the same year it was nominated for the 2011 Independent Games Festival awards at the Game Developers Conference in the Excellence in Visual Art and Excellence in Audio categories.
Night in the Woods (Unreleased)
Developer: Infinite Fall
Platform: PC/Mac
Genre: Adventure/exploration
Age Rating: N/A
Night in the Woods is a currently unreleased 2D adventure and exploration game that was funded via Kickstarter. The game is heavily story based and centers around the player character Mae who drops out of college and returns to her home time to find that the town has changed.
Another game that's selling point was the unique art style. Though the style is not "painterly" int he traditional sense, it is an aesthetically pleasing merge of a smooth vector style and muted raster textures (though in retrospect this game is more one for the vector art category.) The game currently has over 7000 backers on Kickstarter and was funded in less than 72 hours - Largely due to the unique and beautiful art direction.
Rayman Legends (2013)
Developer: Ubisoft Montpellier
Platform: PC, Xbox 360, Xbox One, Ps3, Ps Vita, Ps3, Wii U
Genre: Platformer
Age Rating: 7+
Rayman Legends is the fifth title in the series and sequel to Rayman Origins and up to four players can make there way through a range of visually stunning stages.
The game used the UbiArt Framework engine which is very "artist-friendly," allowing artists to drag and drop their artwork in to the game directly. The time and budget allowed for the creation of many intricate, hand painted environments and the game is undeniably one of the most aesthetically appealing AAA games to date.
To conclude, painterly art styles are often used in games that aim to have the art style as a unique selling point. It is the most versatile of all the styles and allows for a range of creative, stylised artwork that can appeal to any audience.
Case Studies - Pixel Art
Hotline Miami
Developer: Dennaton Games
Platform: PC, PSN
Genre: Action
Age Rating: 18+
Hotline Miami is a top-down action game developed by Dennaton Games, originally developed for PC then later ported to PS3 and PS Vita. It is described as a surreal and extremely violent game with a resulting target audience of 18+. With mature gameplay and a distinct 80's feel, the game is perhaps more geared towards the post-core gamer. This makes the use of nostalgic pixel art an appropriate direction.
Scott Pilgrim Vs The World: The Game
Developer: Ubisoft Montral.
Platform: PSN, XBLA
Genre: Beat 'Em Up
Age Rating: 12+
Scott Pilgrim The Game is a side scrolling beat 'em up based on the Scott Pilgrim graphic novels series by Bryan Lee O'Malley. Up to four players can play at one time as one of the graphic novel's characters and each has their own individual move sets.
The series itself, including the comics and film, is themed around "old school" video gaming and pays homage to several "vintage" games by means of parodying the likes of Mortal Kombat and Sonic The Hedgehog. As a result of this theme, Scott Pilgrim The Game is another example of pixel art used in homage to early video games, appealing to the nostalgic gamer.
Fez
Developer: Polytron Corporation (2012)
Platform: PC, XBLA, PSN
Genre: Puzzle Platformer
Age Rating: 3+
The indie game Fez is a puzzle platformer and 2D game set in a 3D world. The core mechanic involves shifting the 2D player-character around a series of 3D perspectives and all art, 2D and 3D, utilises pixel art.
In spite of these changes in perspective, the pixel art work still fits visually. This art style seems to work well as textures for blocks of geometric shapes and the developers would not have likely achieved the same smoothly transitioning effect had a different art style been applied.
To conclude, pixel art is often used in games that aim to evoke a feeling of nostalgia for the retro games of the 8-bit era and as result is often used to appeal to the post-core gamer. It may also be used to add to gameplay and with an basic, relatively easy to learn style may also be used in indie development teams that lack artists (much like in the 8-bit era.)
Monday, 2 December 2013
Case Studies - Vector Art
Farmville
Developer: Zynga
Platform: Facebook
Genre: Simulator/Social game/Casual
Age Rating: E
Farmville is a farming simulator social game for Facebook, developed by Zynga. The player must manage a farm by means of plowing, planting, growing, harvesting crops and trees and raising live stock.
Developer: King
Platform: Facebook, Android
Genre: Puzzle/Casual
Age Rating: E
Developer: Mind Candy
Platform: Online
Genre: Simulator/Puzzle
Age Rating: E (Target audience 6-14)
Moshi Monsters is a children's website where players can choose from six virtual pet monsters that they can name and nurture. They can then travel around the online world of "Monstro City," chat to other users and play mini games in order to gain fictional currency to personalise their rooms.
Developer: Insomniac Games
Platform: Facebook
Genre: Social RPG
Age Rating: 3+
Shank
Developer: Klei Entertainment
Platforms: PC, XBLA, PSN
Genre: Side scrolling beat em' up
Age Rating: 18+
Shank is a 2D side-scroller beat em' up by Klei Entertainment. In this story based game, the player takes on the persona of Shank, an ex-hitman out for revenge for the murder of his girlfriend.
The animation was done in Flash and the art style took influence from cartoons, the golden age of comic books and graphic novels. (Cheng, J. 2010 quoted in Graft, K, 2010) Perhaps the developers chose to utilise vector animation due to the general benefits of vector over raster graphics- Vectors are made up of mathematics (as opposed to pixels) so they generally take up less file space than raster graphics and, for the same reason, they do not lose quality when scaled up or down.
To conclude, generic vector art is a style favoured by games targeting casual gamers as it is a safe and accessible art style. Colourful, clean, simple shapes are also appealing to children. Finally many artists prefer vector graphics to raster graphics as they take up less memory and there is no loss of quality when the vector image is re-sized.
Developer: Zynga
Platform: Facebook
Genre: Simulator/Social game/Casual
Age Rating: E
Farmville is a farming simulator social game for Facebook, developed by Zynga. The player must manage a farm by means of plowing, planting, growing, harvesting crops and trees and raising live stock.
It's a freemium game and until May 2012 was the most popular game on Facebook. The player can invite Facebook friends to become neighbours which allows them to interact with them in game via visiting each others farms and giving gifts and supplies. The vector art style used feels, in my opinion, quite generic however, as the main audience appears to be casual gamers, perhaps this is simply an accessible art style that audiences will neither love or loathe?
Developer: King
Platform: Facebook, Android
Genre: Puzzle/Casual
Age Rating: E
Candy Crush Saga is a casual puzzle game for Facebook and Android devices, developed by King which is a variation of their browser game Candy Crush. A "match three" type of puzzle game, players must swap different coloured candies either horizontally or vertically on a board in order to create sets of the two or three same coloured candies.
Another freemium casual game, players must unlock or pay to access certain levels. This game also uses vector art and has experienced explosive popularity with casual gamers. Perhaps its success in the casual market was also partly due to its generic style?
Developer: Mind Candy
Platform: Online
Genre: Simulator/Puzzle
Age Rating: E (Target audience 6-14)
Moshi Monsters is a children's website where players can choose from six virtual pet monsters that they can name and nurture. They can then travel around the online world of "Monstro City," chat to other users and play mini games in order to gain fictional currency to personalise their rooms.
It has a cute, colourful art style that is very appealing to children. As the game's main appeal is the characters and visual experience, this art style may have been a large factor in its popularity (the game has over 80 million registered users.)
Developer: Insomniac Games
Platform: Facebook
Genre: Social RPG
Age Rating: 3+
Outernauts is a social RPG developed by Insomniac Games (famous for the Spyro and Ratchet and Clank franchises) for Facebook. Players must explore planets and capture alien creatures to battle with in a similar fashion, gameplay wise, to Pokemon.
The art assets are a brilliant example of stylised vector graphics, with Dave Guertin and Greg Baldwin's styles shining through the artwork. Interestingly, the developers wanted the game to attract both casual gamers and core gamers, however critics claimed the freemium "pay to win" mechanics would put core gamers off. (Davidson, P. 2012)
ShankDeveloper: Klei Entertainment
Platforms: PC, XBLA, PSN
Genre: Side scrolling beat em' up
Age Rating: 18+
Shank is a 2D side-scroller beat em' up by Klei Entertainment. In this story based game, the player takes on the persona of Shank, an ex-hitman out for revenge for the murder of his girlfriend.
The animation was done in Flash and the art style took influence from cartoons, the golden age of comic books and graphic novels. (Cheng, J. 2010 quoted in Graft, K, 2010) Perhaps the developers chose to utilise vector animation due to the general benefits of vector over raster graphics- Vectors are made up of mathematics (as opposed to pixels) so they generally take up less file space than raster graphics and, for the same reason, they do not lose quality when scaled up or down.
To conclude, generic vector art is a style favoured by games targeting casual gamers as it is a safe and accessible art style. Colourful, clean, simple shapes are also appealing to children. Finally many artists prefer vector graphics to raster graphics as they take up less memory and there is no loss of quality when the vector image is re-sized.
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