søndag den 30. oktober 2016

Work on the extractors has finished

Finally finished the last few buildings for resource harvesting, here they are!



Each building represents the harvesting method of a basic resource, like crops, ores and oil. Currently the only building for resource gathering that's missing is the sawmill, which will be put up shortly in the coming week as it's been made by another section of the art department.

Staying in the same style as the factories, the design of each building is based off of a simple cartoon-like style made with vector graphics. Although this time around each building has been made to look slightly more 3D-like by adding a darker or brighter segment where one wall breaks off to another. This in turn makes the buildings look more interesting and, depending on the time remaining, would be something that could be added to the factories as well.

The colors reflect the very human-made colors that we are going for for the art style of this game. The contrast between nature and brick/red colored wood, for the farm. The very blue-gray colors for the mine and the industrial steel look for the pump jack. These colors are all picked off of the original mood boards to focus the color palette.

With these buildings done it is now easily visually represented which resource you will be gathering from the chosen location.

onsdag den 26. oktober 2016

Prototype for Student-E3

Wednesday, 26. oktober the HiddenGames team showed off the game in a small convention of upcoming games. We brought a working demo, which we were proud to present. The demo it self only showed the most basic features of our complete game. However, putting together the hard work of the past weeks was a fulfilling experience. 
A screenshot of a simple production line
The demo we showed off had only had two resources a raw and a refined type, which left the demo only needing 2 buildings a lumber yard and a factory producing refined goods. The player can also build roads to link up different structures and letting the player sell resources to the city. Cities serve as markets where the player can sell resources to make money, in the demo we have implemented two cities to show off the size of the possible game world. 
A screenshot of alot of production lines between two cities
The demo build also came with a few features like money and camera movement. The money in the demo was quickly implemented with unblanced payments for buildings initial and maintenance costs. The camera movement of the demo is the same the full game is most likely going to ues. Camera features will be further explained in full detail later.

Work in progress...

The newest addition to Corporate Quest's list of buildings, the Building Site.


The building site is used in-game as a visual representation of a non specialized building, whether it be a resource extractor or a factory. Before, for example, a Farm is built the player will put down a non specialized extractor which can be set to harvest the resource of choice.

The design for this prop follows the simple vector based graphics as the factories, and to add a bit of dimension to the building site the objects were drawn in a different 3D imitating style. Highlights and shadows work on simple structures, where as this prop incorporates several art pieces in one asset, which meant that the image contained high amounts of detail - which would be difficult to make good looking by sheer highlights and shadows.

Furthermore, the color scheme for the building site is based off of our man-made mood board look, with added colors from typical building site (orange, dirt brown and concrete).

San Francisco Sprite

Finished another city sprite, this time it is San Francisco. The sprite shows various iconic structures from the city; The Golden Gate Bridge, The Transarmerican Pyramid, The second tallest boulding in the city and a sign from Fishaerman's Wharp.

Our very own truck

Hours of work later and we've finally got a truck to transport supplies from A to B.


Based off of the american truck design, this truck is one of the key art assets for the visual presentation of our game's system. Therefore, the first thing that might strike the players eyes is the vibrant use of red as the trucks base color. This color was used as an extreme variant of the "brick wall" red/orange presented on our original man-made mood board, since these trucks need to be clearly visible to the player.

The style comprises of a minimal vector design approach with a few highlights and shadows to add a 3D-like effect to the truck. Furthermore, the highlights presented on the truck differ between matte and metallic surfaces: by lifting the highlight area from the edge for a metallic look.

tirsdag den 25. oktober 2016

Factory choices

They're finally here!



3 factories, 3 designs, 3 color schemes - all designed to close in on a look for the final version of the factory used in-game.

As per the art style defined at our announcement on the 17th of October, the in-game factories are designed in a vector based style. This style allows for players to easily distinguish buildings from the environment, and even makes distinguishing between separate buildings simple.

The color scheme has been picked off of the colors set by the mood board for the man made color palette. To make the factories a little more interesting than a classic factory, the choice of color is set to a very bright tone. This should make up for the dull vibes that viewers usually experience when looking at an old factory in shades of grey.

Each factory has drawn-on shading to spice up the structures and adding that cartoon look to create a 3D-feeling whilst staying in the 2nd dimension.

These factories are all designed by taking a mixture of old and modern factories and drawing up key parts of these looks.

Seattle Sprite

The first city sprite of Seattle is ready. It shows various iconic structures from the city like; The Space Needle, Columbia Tower, Pike Market and the University of Washington. There might be added some more iconic things the city is known for if there is enough time.

Seattle City