среда, 5 декабря 2018 г.



Hello, world!

My name is Katerina. Here, in the AY Games team, I’m responsible for everything that’s related to a visual component of the project. Also, I manage the artists' team.

Today, in this post I’d like to tell you a little about the process of designing the visual style of our last game, named “Deck of Ashes”.

First of all, we needed to choose the general style of arts for the whole game. We were guided by the general mood of narrative - the disquiet landscapes afflicted by evil. Abandoned villages, misty swamps, and dark caves.

Characters look battered as they’ve passed through lots of life difficulties. Surely, they can’t sparkle with polished armor.

To create the tightness in the air we used ragged and quivering contours of our arts and muted colors. With the help of dark musical accompaniment, we created the necessary sense of anxiety and circumspection.

Also, it was important for us to keep the adventurous spirit of the game and not to turn “Deck of Ashes” into horror with gloomy backgrounds and depressive characters. So, we’ve chosen a worm spectrum of colors for everything that is related to mane characters, friendly NPCs and safe locations also supporting this in the UI in fair tones.

As the work was progressing, it became important for us to coordinate artists’ work in order to control that some personal style features won’t spoil the general style of the game. We regularly checked with already drown arts, consulted with other team members. Also, we used to focus on each others’ most well-drawn arts.

All these made to distribute various blocks of tasks among all artists, and not to entrust one certain person one type of tasks, which helped us to do the work faster. To say more, during the prosses all our artists learned how to make layered animation for the characters, which significantly accelerated and simplified the work we needed to do. In the result, the details for the animation and the animation itself were created by one person, which made easier for them to plan the characters’ movements and make it according to their idea.

Well-coordinated work of the team in general and the enthusiasm of each artist made it possible to create an entirely separate and diverse world, where many exciting adventures are waiting for the user))

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