So hi I'm the art lead for the capstone game Impin Ain't Easy (title subject to change) and decided to blog/update the development process for the game.
Over the break I made the base art style guide for our game, taking a lot of inspiration from Gigantic and Firewatch, two games with a really pretty aesthetic style that I also believe is not super complicated to achieve.
After that, I decided to do some concept work for our main character and the enemies. Our main character is a dumb little demon imp so I took inspiration from animals like bats, spider monkeys and goats to get the character look.
Color variation explorations for the main character (Scamp).
Rough model sheet
When coming up with enemy ideas, my inspiration came from early colonial america Puritan pilgrims. Since our enemies our enemy "holy" wizards, I thought that was a good starting point
And finally I started to do some color exploration for our world/main starting area.
I'm looking into implementing a post process material to give us that color depth of field over our environment along with a cel-shaded post process material shader for everything. That's the big thing that I'm working on this week along with making some rock assets for our level designer so she can start making the world.
Seeing this all together is wild though. Didn't realize all the work I did that week haha
No comments:
Post a Comment