среда, 26 декабря 2018 г.



Hi! I'm Michail.

In AYGames, quite a small team, there are 4 of us, artists. And we all, of course, dream about creative freedom and unlimited resources. But these are, of course, pipe dreams. Our technical capabilities are limited, and our creative freedom exists only within the requests of a specific audience. But of what we really feel the shortage - is time.

So planning and unification are really important to us. How to deal with our uniqueness as artists, our completely different ideas, fears, and even different education? How to make us four draw in the same way? To whom and how many souls do we have to sale, so that in the end a team of strongly dissimilar people could make an almost perfect game?

Personally, I consider that the only thing that can help us is the feeling of overall inspiration, which is not so easy to catch for all of us in the same time and in the same way. We started our search with exploring the best examples of art among the already created and successful projects. We redefined them, creating something new and unique. This gave us the necessary soil on which we grew our separate art. The inspiration for us was mostly served by the illustrations of Yakub Rebelka and art for the game Darkest Dungeon.

But we had a huge fear that we could get carried away by other people’s work and lose our uniqueness, and start making the trivial copies of arts that gave us inspiration. But our background really helped us with it. All of our artists know how to make the animation. This fact allowed us to avoid turning characters into dummies with to frames, capable only to make the imitation of movements. We created full-fledged heroes and monsters, and their plastic made them truly alive.

We made characters created by different artists similar with the unification of style. It means a specific color scheme, and the thickness and plasticity of the line, and the use of certain textures and brushes in Photoshop. Every stage of creating was controlled by the art director.

Yes, at the first glance, there is not much creativity in this kind of job, but, in fact, the restrictions only helped me personally to concentrate on the details that make us unique and special both in the picture and in life.



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