Friday, October 25, 2013

The Grind - Weekly Update

          Another week done, and one step closer to beginning asset production for The Grind. This week the Art team have cranked out more concepts and have been working closely with our level designers planning our first few levels for the alpha build. Over this last week we have been working overtime on concepts as our game goes through a few growing pains. We decided to cut back from 4 unique worlds to 1 for the sake of scope. We couldn't decide on just one of the 4 worlds so we've had to create a hybrid world. This has lead to a huge queue for environment concepts. Due to this the whole Art team will have to work double time the next two weeks.
          On the bright side our programming/design team are making really good progress and are on track to have our core-playable in good shape by next week. Overall though The Grind is moving along nicely and should be in much better shape down the road with the decision to scale back the number of worlds. I leave you this week with a memorial for the dearly departed.

-James
RIP Hell level, you will be missed.


Monday, October 21, 2013

The Blank Canvas - Developing an Art Style


                After what has felt like an eternity, we are finally beginning work on our Senior Studio projects. I've always enjoyed starting new projects because nothing has been solidified yet. I have a fresh block of clay to mold into whatever I desire (to a certain extent). The Senior Studio project that I am apart of is a multi-player isometric dungeon crawler called The Grind. However The Grind doesn't take itself quite as serious as many games of the genre. In fact The Grind is a parody of the RPG/dungeon crawler genre, with which the goal is to reach level 10 before the other players. Players will be competing with each other to land the killing blow on an enemy so they can get the most experience. While players will be competing with one another they do not directly fight each other. Instead players use items to wreck havoc on one another, such as inverting controls for a short period.  Some situations may require the players to temporarily work together such as if a boss monster were to show up. The Grind is intended to be a party game, where friends can cause mayhem on each other in one sitting. Each time through the players will have a different experience as levels and spawns are randomized.
                When I took the role of Art Director on The Grind I knew instantly we'd need to have the art style add to the comedic tones of the game. For example ultra realism wouldn't quite fit here. It wouldn't be very cohesive to the game play. This led to a whole bunch of research. I found inspiration from all kinds of media. Be it from film, illustrations, paintings, and of course other games. I cannot stress the importance of looking into other media for inspiration. Our most influential pieces of inspiration came from illustrations and paintings. It would be hard to create a truly memorable art style if you only look at what games have already done. 
                   The one game that stood out to me, which had an art style that aided the comedic elements of the game all the while creating a visually stunning world was Lionhead Studio's FableFable had a very charming fairy tale art style, all the while lambasting the player with crude humor, but it didn't feel out of place.It had a very consistent art style, which helped make the world so memorable.

Concept exploring disproportion

                     I was also heavily inspired by the Don Quixote illustrations of Gustave Dore. The element from these illustrations that stood out to me was the comically disproportioned characters. In most RPG's the main character is the ideal hero with a chiseled physique. By using exaggerated proportions we can continue to poke fun at the RPG along with creating both humorous and memorable characters. Another inspiration from traditional media were several Arthurian paintings. All of these paintings had vibrant landscape backdrops with idealistic characters cast in heroic poses. Inspired by these paintings our team decided that for The Grind we will emulate the classic fantasy illustrations. These paintings were possibly the biggest inspiration for us as it not only cemented the basis for our art style but also influenced the game narrative which had been barren up to that point. Armed with a rough idea for a theme we then set off to define it with concept art.This led to a little issue that was briefly mentioned before: consistency. Next week I will delve further into this topic.


-James