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

Saturday 5 February 2011

a splash of colour.



ooooki doki- here is a new way ofworking for me, its very loose, pretty quick but also very fun. I just went with the colours that popped in my mind as i did it. i added a few extra details as i went along but i felt it needed it. mainly it was his crown/ mask. more of a male tiara crossed with masquerade mask. i liked the idea so it stuck i didnt want him to have a generic crown--- hes too extravagant for that!

the other image is some guards i had in mind for Cupido- with him being lustful, i thought what better than dangereous scantily clad women lounging around his chamber for him to admire.


i'll have some weapons up next ^^

Cupido clothing and refinement sheets



Ok so these sheets show a bit more thougt, i took from the design sheets what i thought was the best one. I then tried two methods for generating outfit ideas. working with lines and working with a white brush over the blocked in outline.

It proved really interesting for me, i had never tried it before and it produced a nice range of results. Even with the few i had done - i definately felt myself zoning in on the feel i wanted. so here they are.

the second sheet is more of an evaluation, me and my girlfriend sat down and talked about what we thought would fit his look best. so i cut the components and stuck them together as a quick test.

Cupido idea sheets





Ok so here are the preliminary design sheets I did for Cupido- mainly working with silhouettes trying to get the right feel without being cliche.

Friday 4 February 2011

The Kings.

Ok so here is my list of kings- the 8 Immortal Kings of the realm.

I. AVIDEZ 'GREED'
II. ARKHIM 'LOST'
III. CUPIDO 'LUST'
IV. EXCES 'GLUTTONY'
V. HUBRIS 'PRIDE
VI. IRA 'WRATH'
VII. RAPIOMNIS 'ENVY'
VIII. SOMN 'SLOTH'

Arkhim has already been designed so the next to be done is Cupido.

I am already halfway through designing Rapiomnis but on reflection of my design process i decided to change to see if the change would improvemy output/quality. For this i started a different king for a clean comparrison.
Cupido designs will be what follows.

Progress review...

Hi guys,
at long last i am revisiting my blog and am looking to get back onto the Astumora work schedule.I took a lot of time out of my own project from early December till now for HELM SYSTEMS LLC. who i have been working with on their publisher package.I'm part of the game development team now, learning a substantial amounts and being a part of a successful team.
On reflection of my recent assessment however my tutors thought this body of work would only go towards professional practice. Frustrated by this i now stand at the beginning of the next phase of my year; To match the demanding requirements of being a HELM SYSTEMS member and also create a large body of concept for the university so they have more pictures to fill prospectus'.
I'm not sure if i will be able to meet these quotas but i will try my hardest to 'catch up'. I'm very enthusiastic, but I'm well aware it will be a rough four months or so. So this blog will become frequently updated just like before December however the flow of work may not always be constant (due to dedication to HS).

My task straight off the bat is to design all the enemies in my game- the 7 kings. Quite a large task but no doubt i can get it done in a month or so.This is my target and hopefully the following posts will hold true to it.

watch this space...