Below is a list of all my own finished art work for my Graphics Module with all 5 of the A3 Boards. I have done a small write-up on each finished piece or collection and will reflect on what I’ve done and how it compares with what I wanted out of my ‘Research and Planning’ blog post.
1. Background final design.
I begin with my finished background environment art. This has been done in a 2D style. I had this saved from a while back when I was fiddling around with art software and wanted to really bring it to life on Photoshop for my game concept. Below is the A3 Presented Board I will hand in as part of my assignment. (Could only fit a JPEG Image, PNG is included in my pen drive).
Unknown Galaxy? (Milky Way Styled System) : Using similar styles with the pixelated art style used in Risk of Rain mentioned in my research and planning, I created small milky way systems using a grid of 1×1 pixels, which can be seen below. The image is a bit lower detail because of how large the screen size is on the original canvas but each of these were drawn in one by using the same style in my Door’s and Objects. I wanted to express the lack of light pollution and beauty in the area at night by adding visible red dwarfs and brightly lit stars and systems.
For the sky I used rectangular shapes ascending in brightness, leaving the top area dark to mimic a clear night sky. Using gradients as well as high lights and low lights with low opacity to hep the color’s blend without losing the blocky 2D feel. Examples shown:
I wanted to also add a northern lights effect creeping over the landscape but managed to get creative with the Burn and Dodge tools on Photoshop to create a more eerie atmosphere covering the area. Using dodge on the tips of the mountains for the lighter blue effects and a small line of burn marks over the top to give off the secondary yellow/grey tips. Finally design for the mountains was made using similar techniques we learned on Illustrator in our lessons for creating shapes using the custom shape tools. I chose more triangular shapes to form the mountains, to give it a sharper feel. Blending color correctly to give them a martian type feel, rather than earth like green/grey landscapes.
2. Character final design.
For my character design I wanted to go with a style I have enjoyed from Angry Video Game Nerd, Risk of Rain and an Android game I played a while back called Tiny Death Star, the game featured heavily on cute 8-Bit characters and designs. Using techniques used for the body of the human characters on Risk of Rain and the blank expression on the faces featured from Tiny Death Star, I have created my Main Character, The Archaeologist’s design. I have detailed sprite animations with their functions and have added alternate outfits, including 1 Item pickup, which is the Oxygen Mask. Again using the same technique with the pixel grid, I built these sprites using my research as guidelines.
JPEG (*PNG will be on Disc)
3. Objects Final Design.
For my objects, I chose to use objects which have physical use in my game, in a typical 2D game style. Objects like Doors, Torches, Keys, Chests and other furnishing items and features. I’ve also included one of the Unlocks, the Blaster Pistol. Below is a JPEG version of my Objects Final Design, as with my other projects, PNG files have been included on a disc. For the purpose of shading and adding glint effects to my objects, I used the dodge and burn tools, these were more effective and more practical then adding high lights and low lights.
4. Items Finished Design.
For my Items, I chose usable items like Potions and upgrade-able items like the shovel and it’s rare alternative, the golden shovel, essentially just a repack of the color but in-game would have better effects, either hit speed, length of the swing etc. The 3 potions I chose to make will aid player characters Sanity, Health and Magic like in typical games. Below is the JPEG Image, PNG has been included in my hand in disc.
5. Final Character Design (All 2D Angles, Back and Front. Direction is reversible so not needed, examples of right facing walking given on Character Final Design already.)
I made a turn around of the character, I’ve only shown front and back examples because the character moves left and right with the “Character Front” Images, Whenever the player accesses an item in the background in-game, it will turn to it (Facing away from the screen).