Sunday, March 14, 2010

In Memoriam, mood sketches

The last few weeks I've been making some mood sketches to try and visualise how our game might look. I'm gonna show you some of them this week:



This was quite an early one, done with a lot of images from google (hence the notes). It's mostly inspired by the works of Dave McKean, and it isn't that far off from my vision for the final game in terms of style actually. It is however far too dark for an ingame screen, and the abuse of advanced blending modes on the right is pretty obvious too.

Changing the lighting and coloring on our player character in real-time (like this environment would require) seems possible in our game, since we've recruited an XNA programmer to handle our coding. He's already been working on getting blending modes to work in XNA, and the results look promising.



This is a much lighter and desaturated work, inspired by the visuals of Machinarium and Silent Hill 2. The shapes and objects you see in this one are a combination of minimalistic brushwork and custom ink wash textures I prepared especially for this project. I like how this one worked out, but I may try and remove some of the more obvious dark speckles from the textures from now on.


Back to the way-too-dark environments, this mood sketch revolves around a scene which in itself revolves around a hospital bed. This one took a lot of messing around with layers and blending modes to get the right lighting effect. Our game probably won't use bloom-y lighting to this extent, I just found it fitting in this scene. The light is also a useful device for creating transitions from our game to live-action footage that will accompany our game. What live-action footage? Not telling you yet.


Sadly, this one has nothing to do with our game.

This post is dedicated to our project's first casualty:



IN MEMORIAM

OUR PLANT


Turns out it had been dead for weeks already, so we chucked it out last week.
Finally.

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