Monday, September 30, 2013

Wk05 Title Screen/Logo Final Phase

I didn't do much changes to this final phase, though I won't be able to do everything as I need to do more research on photoshop techniques. 

Wednesday, September 25, 2013

Wk05 Logo/Title Screen Concept Phase



My concept phase is portraying Delphine in her confines with Deus' hiding place as her background. Delphine will be gently pulsing and the lights around her would be hovering around her. THe images on Delphine's body will be shifting constantly until the player hovers over her body where the images will change to ones of chaos and destruction. To get to the character selection screen, the player would have to click on Delphine's body which will trigger some of the lights flying (swoosh) off screen and the screen darkening with the rest of the lights dying out. I wanted to find out how the water would move since I want to put more life into the background.

REFERENCE:


Monday, September 23, 2013

Wk04 Mood Board Final








I noticed that my colours on the mood board were a bit dull than the Borderlands feel that I wanted to created. So I changed the details of the images to a more simpler and rough style and made the colour saturation higher. This achieved my goal on what I wanted for my Game Concept.


Wednesday, September 18, 2013

Wk04 Mood Board Concept Phase





The artist for Dragon Nest picked these colours because he wanted to portray the natural look of an abandoned ruins. My game concept is similarly based on that because the setting is land in the middle of an apocalypse where some areas will be ruined while others will be still intact like the scenes I used in the settings card.

I also want to create a cool yet eerie atmosphere, where the light comes from either the sun or the glow from the LED lights of technology. The landscape will be divided like the territories are with the colour scheme similar to the territories climate (Spring, Summer, Fall, Winter).

Thursday, September 12, 2013

Wk03 Game Concept Design Phase

Game Concept (MMORPG)
Story: 
Deus created earth through the vessel of Delphine, painting everything in Creation and the future on her body. However, Delphine has gone missing…and with her, so does Deus’ memory. In fear and panic, he has hidden himself, somewhere within the Earth, never to be found again. Since then the world has gradually gone rotten and the Earth falls into chaos, as the people lose hope. Ill will and feelings take form into horrible monsters, hurting the people around them. In the midst of destruction, heroes rise from the ashes, charged with the purpose of restoring the world’s equilibrium, finding Delphine and Deus, and defeating the threat that started it all, the Two-Faced Genocider.

Setting:·       
  • Year: Delphine kidnapping/Deus losing memory around 2000 years after creation (now) 
  •  In the middle of an apocalyptic world, similar to the world of Kingdom Hearts, Borderlands and Soul Eater (Anime). There will be places that have a fantasy-style like Soul Eater and Kingdom Hearts combined while others will be like Borderlands. Dungeons will be the site where most of the missions will take place, similar to Dragon Nest.



Characters: The characters' level up marks will feature new designs to armor, weapons, and upgrades to sub-class types. Example: Archer -> Long Range / Short Range

Classes: 
Warrior-> Swordsman, Lancer, Mercenary
Archer-> Assassin, Sniper
Clerics-> Paladin, Evangelist, Healer
Hunter-> Tamers, Gun-Specialists 

Power Source: Characters are assigned with an amount of "Guardian Angels" from which they draw their attack damage, critical damage, mana/mana regeneration, speed, magic, ability power from. Certain characters will experience a "Fallen into Depravity" state due to their fixed class backgrounds. (Reference: Dragon Nest, Magi, League of Legends)


Monday, September 9, 2013

Wk02 Rock Paper Scissors Final Project


The final design of the instruction page of Rock Paper Scissor War (RPS War) is based off the fourth template since that was the simplest format to go to and it would be easier for a child to read. I tried to stay with the kid theme of this project, especially with the art and how basic the detail is. I also tried to incorporate some children items in the format, hence why it looks like the image is a lollipop. I really like this result because it makes the game seem serious yet fun and interesting. 

Wednesday, September 4, 2013

Wk02 Rock, Paper, Scissors Concept Phase



   When making the templates, I think about the amount negative space around the information and images, and how the the eyes will read the information. The composition also wouldn't be as cluttered and the images wouldn't be in the way of the text. The images that I plan to use on this page, would depict some kind of scene that serves as an introduction or hint to what the game is about.
I've decided to use these pictures as a reference because I'm going to  make my images of the cartoon nature.

Sunday, September 1, 2013

Good vs Bad GAME ART (Extra)

BAD
 
Angry Gran Run

Conker's Bad Fur Day

Shaiya
These game titles in my opinion have bad game art for different reasons.

Angry Gran Run: The art is really primitive and yet the animation is not bad. It's a fun game but the detail in the art could be a bit better. But maybe that's just the charm of the game, as it's gaining popularity.

Conker's Bad Fur Day: I haven't played this game but I have watched other gamer on Youtube do gameplays of this especially PewdiePie. It seems like a fun game and is really crude. But the art gets on my nerves with how primitive it is. The lighting and the shading is really crude as you can see with the contrast between Conker and the background.

Shaiya: Shaiya is an MMORPG with detailed character designs but low and simplified backgrounds which badly affects the visual balance of the game.

GOOD



 

League of Legends (LOL)
 

Dragon Nest
 
These games have good game art for different reasons:
 
League of Legends: This game is highly detailed even though the camera is from above and can only move around along the playfield and zoom in and out. With the "Fog of war" feature, the use of light and shading is well done  and the perspective of the layouts, characters an items on screen is consistent. The only bad thing about is the strain on the computer's processor as you may have to lwoer the graphic quality to have a good FPS (frame per second) rate to avoid lags.
 
Dragon Nest: This game is a good example of a visually balance game, though not as detailed as LOL is. The details of the characters and the background compliment each other well, where one is not competing for the atention of the player. The camera of the game is adjustable for the player with the light/shading and perspective of the layout and characters adjusting smoothly.