Showing posts with label Concept Stage. Show all posts
Showing posts with label Concept Stage. Show all posts

Saturday, April 6, 2013

Look Development: Colour

Another treat today, Nicole Brunken has been working on colouring Lazarus' architectural line work, in the hopes of securing what colors and values will be making it into the final game. 
As it was before, our inspiration is stemming from the saturated colours of the Legend of Zelda: Skyward Sword.

Oh! How colourful!

Here is the direction we have so far: 




Tuesday, April 2, 2013

Architectural Consensus and a Treat



Along with the rest of the Environment Team, Lazarus has been at work trying to come up with the visual mash-up of architecture that the group had discussed before. The following is a few of the sketches she's devised so far.




And here's a treat! This is one of Lazarus' environment pieces, colored by Nicole Brunken, in order to get a feel for the colours that will be used in the new environment.


Monday, April 1, 2013

Concept Art Begins!

On the Environment front, the Concept phase is in full swing as block-outs are being made, puzzles are being created, and sketches are being sketched... The following are a few pieces made by Lazarus, in the hopes of getting the style of our environment nailed down.






A Cage/Home for potential 'flying' golems.


Sunday, March 31, 2013

Environment Conception

Team Chime's has been hard at work coming up with ideas for the second environment's [Fu Group's] world. So far, however, things have been narrowed down to either a grouping of floating islands or a canyon-like environment, both residing high enough to reach the clouds.

Into the Canyon
Disclaimer: Not our concept art... yet.





Among the Flying Islands


Disclaimer: Not actually flying... Barely an island...


The group has also set to work coming up with what the architectural aesthetic would encompass. Many different perspectives were thrown around and considered, including Early Native American, Gothic, and Scandinavian/Norse, so we decided on a mash-up, in the interest of extracting something original.

Medieval Influence

This image displays an emphasis on smooth stone, density of houses, and integration of cloth [if possible]. 

This image displays patterns used in the lattice work on buildings. If the team decides to follow through on this style, though, the densely packed cobblestone used will be replaced with a smoother stone, to prevent things from getting too garbled.

Since it's been decided that wind will play a role in this part of the game, an early interest in windmills was taken. These windmills have a very interesting shape to them that may be incorporated into the golems themselves.


Scandinavian/Nordic Influence

Chosen for their inset nature and grassy roofs that extend all the way into the ground,  these guy's have roofs that would integrate pretty nicely into both the sides and on top of either a canyon or flying island environment. 


Turkish/Ottoman Influence

Though probably not the prettiest building, the stilts/buttresses that prop up this little guy is something we'd like to emulate with buildings that may not be set on flat land. 

Stripes! Though the team won't be going in such a noisy way with them, subtle stripes are a feature being considered for structures that need attention or should stand out against the backdrop.  

This building, minus a more Nordic roof, is somewhat of a fusion between the styles the team is after.
With these references in mind, the team will be agreeing to a more nailed-down consensus in the coming days.