To set up the style for the game we chose to research and develop a color style to capture the player's attention, and an art style for the in-game assets to specify the look of the game.
Choosing a color style
The goal of the color style was primarily to kind of distract the player from the game's systems and repetitive button-clicking by adding pleasing colors to define sprites and terrain. Therefore, the color selection process was broken up into two separate pieces: the man-made look of industrial buildings and general colors of structures, and the natural look of the terrain like the Seattle wilderness. This process would stand as a baseline which takes inspiration from the colors of real life surroundings.
These colors have been researched and gathered in the form of pictures. From these pictures we decided on colors that stand out in their environments and that give off the "essence" of the photo. The most important part of this analysis is that each color has to be vibrant in some form. To peak the interest of the player, the color scheme is set to be bright to really pop out as the player looks around the world.
Here you can see the pictures and the respective color palette chosen for each environment. A man-made color scheme for buildings, and a natural color scheme for the terrain.
The man-made color palette, set to be imitating real building colors whilst still being color full.
Nature
The natural color palette, each color is picked as a natural part of the Seattle surroundings.
The art style
The graphical art style for Corporate Quest is set for every sprite to be quickly and easily recognizable. As a basis each prop will be made using vector graphics to ensure that every artist is able to create sprites of equal quality. With the vector style we will incorporate 3D-looking parts to each prop to keep each asset interesting.
An example of the vector style which will be used as a reference for development.
Please note that the graphics style shown above is comprised exclusively of jagged edges, which will be a big part of making each asset to preserve time whilst still looking equal to each separate prop.
This, combined with the vibrant color palette should make it easy for the player to distinguish between different structures, and it contrasts the terrain with said structures. As we mentioned previously this style is used to keep the production time per asset short, while still providing a good looking experience.
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