Showing posts with label flash. Show all posts
Showing posts with label flash. Show all posts

30/03/2011

In Soviet Russian art concept you.

I've not updated in a while but I will have a few updates o their way soon

For now enjoy some artwork for a side scrolling platformer I've been working on in my spare time with a group of talented individuals.

I started Sketching some ideas for the titular character, one "Kremlin the Penguin."

At first when I was testing ideas I found my designs were very contrived, I was thinking too much (for the initial stages at least) once I realised this and loosened up, my hands began to glide into existence a menagerie of varyingly bizzare mutants

Eventually I had a selection of shapes to work with and I could start being more obsessive and precise with my details.



Designed from left to right in chronological order.

The character of Kremlin evolved with the drawings too, I started looking to simply make him cute, but eventually he turned into a wild eyed mad man (sorry penguin) held as a political prisoner for years until freed by his comrades in the Russian revolution!

Once I had the character design down I started working on a kind of production still for the game, figuring out an over all style for everything. The challenge was to create a scene that made the world feel rich and populated whilst avoiding becomming too prominent, it's job is to sit in the background and not be too distracting to the player.

The style I went for was part Lou Romano, part Genndy Tartokovsky and part (theme fitting) soviet era illustration (but mostly Lou Romano) If the world is to be more than a few screens long it needs to feel rich but it can't require an excessive amount of time to create. To this end I chose a style which focuses on the essentials. A strong (almost abstract) silhouette and minimal surface detail is enough to communicate what the object is but avoids the pitfalls of being too distracting and/or requiring too much work to complete. and through layering and clever colour choices it can still create a very "deep-pan" world.

As for the colour scheme I went with a very obvious set of cold and warms. I'd like to pretend there was more thought to it than "oo that looks nice" but sometimes just playing around with gradients yields results.



19/11/2010

Stackopolis, REDUX, RELOADED, THE SEQUAL OF THE REMAKE OF THE ADAPTATION DELUX!!!!

So as most of you know I have a job. I work as a "creative" for Bloc Media http://www.blocmedia.com/ an awesome media/games studio based in Shoreditch.

Some time a go they created the excellently addictive http://www.stackopolis.com/flash.html

Soon after i came on board, we started working on a new version of the game for the mobile phone market, using the retardedly easy to use unity 3D engine, seriously this engine is the shit.

At the moment there are three of us working on the game and everything is coming along nicely.

Just so I can show off what I've been doing and hopefully drum up some interested for the game amongst my friends.

So here are some quick renders of the four different worlds I've created the artwork for.

They are:

Classic City

Neon Punk

Sunken Atlantis

Lunar Station City



and the textures I've been painting. All very low res, a maximum of 256x256








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