Monday 23 May 2011

More environment comonents.




here are some more concepts to round off the ovwerall visual style of the hunters village, the one sheet has a rough breakdown of shapes of doors and walkways, the other is a design for a smithy where arkhim can upgrade his wares. the last is just a turnaround for a typical 'long hut ' in the village.

reworking environments.



Here are two visuals for the environment part of my work, the first isa visual i took from a sketchbook scan to help illustrate the feel/ atmosphere of the Hunters Cradle( the starting village).

The second was a concept to reinforce my previous design sheet about luminescent fungi that can be used as a light source. there would be little pockets set off from the main cavern of the village- these would be farmed for the perfect conditions for growing fungi, this means they could keep growing the renewable lighting source and be fully self-sustainable. without damaging the profile of the caves eco-system. torchs would be burn too much oxygen and the low level of circulation in the cave would morethan likely suffocate the residents.

Arkims weapon progression




When imagining how the game would play i also took into account that there would need to be development in weapons appearences like all good RPG's. i just had to decide whether or not you would just change youre weapon for a better one from a shop or whether you would upgrade it as you progressed.

i chose the latter because it gives a better of development and progression throughout the game. here are some visual as i progressed through them.

Repainting visuals for Arkhim





Ok the sketchbook acan is the first image i drew of arkhim so recently ive been practicing new ways of painting digitaly so i thought i would rework this old image and see how it turned out. the second image is how i originally intended to leave the image but i dont think it communicated as well with a stark white background, so i painted in a textured gradient one. im fairly happy with the result- i didnt spend much time at all on the design in comparison with other paintings.

Rapiomnis finished



here is the finished version of rapiomnis im pretty happy with. i like the fact i kept him monotone. im really enjoying working on one layer as oppose to several. one its less technically taxing and secondly it feels much more like traditional painting.
the other sheet is just some rough visuals for the kings components- crown, weapons etc. even his body type and muscle structure.

Wednesday 4 May 2011

keeper of order.



an idea for a knight steeped in legend. the enforcer of the kings laws. if a king turned from his duty- he would be sure to hunt them down!

this was also to help me get my head around, and improving my speed-painting.i like the bottom image most, it was a lot quicker and got the message across, i started with a simple black silhouette created by roughly blocking in and rubbing away detail. then followed two layers- firstly the darker most general tone, followed by a lighter grey defining more details. although the details are painted in it dosent need to be anything too polished. its just for the general feel.

A rough view of the next few kings.




rapiomnis, hubris and envy