Art Style Feedback Request (Updated 4/20/2014)

Discuss game development design and post your game ideas

Post » Thu Apr 17, 2014 1:42 pm

Update 04/30/2014

Thank's everyone for all the suggestions and feedback. I have a lot better idea, having spent a bit of time on it now, and wanted to up some images (now that I can :), of what things will look like for the most part (minus alpha channel cleanup :)).


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Last edited by Illuminati on Wed Apr 30, 2014 11:51 pm, edited 17 times in total.
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Post » Thu Apr 17, 2014 1:51 pm

Not image 3, agree to oily.

1 or 2 is fine. I would however build the game first and do artwork last.

RPG is one of the hardest games to build, and you will find yourself changing lots and lots and lots of aspects of the game, thereby changing what assets are used, not used, style etc.

Get the playability polished, then make it look pretty.
Use free assets as place holders.
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Post » Thu Apr 17, 2014 2:39 pm

Yeah, just using some photoshop filters does not make a style, and as DUTOIT hinted, doing artwork first is putting the cart before the horse.
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Post » Thu Apr 17, 2014 3:12 pm

DUTOIT,

Thanks for the feedback. I had not considered that approach really. It makes perfect sense now thinking about it :). I've been doing spritework then moving over to implement it in C2, one-by-one (splash screen, title screen, ect), before alternating to the next task. I never thought that far ahead :), I'll definitely keep it in mind now though, thanks.

Newt,
Was that a pot shot at photoshop with 4k posts? Hehe, I'm not sure of your meaning unless you were just seconding DUTOIT's on his post. I'd love some feedback regarding the actual images though, should you have any.
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Post » Thu Apr 17, 2014 3:56 pm

Of those, the first one is the best since it looks the cleanest. The others look a little too photoshop filtery.

Of course, it's a bad idea to design buildings without a background. You can put a lot of work into something and then find it doesn't fit the rest of the game. Work on landscapes and buildings together so they go well together, or at least have a placeholder background that's close to what you are going for that you can test with.
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Post » Thu Apr 17, 2014 4:54 pm

Thanks Drew :)

I spent a few minutes and slapped a quick foreground/background on it. (I probably should have done that in the first place lol). Gives a lot better picture of the differences for sure. It's looking like the clean might be the best bet so far.

links up
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Post » Thu Apr 17, 2014 5:37 pm

With the backgrounds added in, it's a toss up of 1 or 3 for me depending on which kind of style you like.

1 has more outlines so it gives more of a cel-shaded look, which may or may not be what you want. The style of the game will determine that. If you get rid of some of that black texture on everything, it may help make is smoother.

2 has a bit too much texture to me. I don't think it helps.

3 is more organic and smooth which I like. I did not pick 3 originally because it looked way too overexposed. I think it is improved now though I would still be careful not to make it too bright.

Now that you have more of "scene" than just a building sitting there by itself, you can continue to tweak and make better decisions. I always like to come back to things in a few days with fresh eyes. Also, feel free to try and ruin it and come up with happy accidents. I do this all the time, which is why I love digital. Make a backup and play with it until it breaks, and you may discover something you didn't think of.
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Post » Fri Apr 18, 2014 4:57 am

Very cool, and apologies on the late reply.

Thanks for the suggestions and feedback, this is giving me a great jumping off point on sprite style to build around the game and use in the assets. It also gives me a better idea of what other gamers/developers out there might want to see/play.

On a oops note, I managed to chunk my scene file it seems. I'll try to build another with the those two styles, but a little more finely tuned, and upload links here in the next hour or so. I've been tinkering around tonight and trying to fine tune it a little. I'd be glad to hear what you think if you don't mind checking back in a few :)
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Post » Fri Apr 18, 2014 6:43 am

New scene up, with options 1 and 3 from the last batch (cartooned/cell shading and oil paints). I couldn't get a good look from the handpainted style, but I'll tinker with it tommorrow some.
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Post » Fri Apr 18, 2014 7:15 am

For me scene 1 is the "best" followed by 4,2 and lastly 3.
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