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Art Design and Inspiration

schmidem edited this page Oct 18, 2022 · 31 revisions

Considering the feedback from the Questionnaire from Sprint 1, we decided to go head with beachy and coral terrain. We had a few inspirations for this -

*The tile size was reduced from 500 x 269 pi to 65 x 33 pi to make the design process easier. We did this after conducting feedback on different pixel sizes. The below image was used to get thoughts from different users. pixelart

Sea stack

  • It was inspired by the storyline team where the introduction background involves a sea stack.
  • The team have investigated sample sea stack images and done user testing on their look to retrieve user feedback. seastackexample seastackexample2
rock

Palm trees

Shipwreck

As the team has overcharged with collidable objects, we have thought about how to obtain woods. One of solutions, were palm tree and shipwreck.

[The inspiration of shipwreck] image

Shipwreck has been separated into two parts, front and back. shipwrecks

Shell and Rock

The following images were used as inspiration for drawing the shell and rock images.

rock shell

Initially traced over image and added additionally flourish to make the art more personalised to our art style.

Tiles

Sand (Beach and Seaweed)

Made two types of sand. One is for a beach to differentiate between buildable and non-buildable areas.

Also, some of the tiles have seaweed on. It is to show the connection between Atlantis and the ocean. Although it may look like a normal land, it is an Atlantis.

There were a number of modifications through user feedback that seaweed was too big and sand was too bright. Therefore, the size of seaweed has been reduced and buildable sand has been darkened.

Added night version of each tile through photoshop.

  • decreased brightness -20 to -30
  • decreased exposure -1.5 to -1.75

tiles

Water

Made a pattern on the water tile such that the pattern would appear seamless when stacked beside each other creating a wavy look.

In the first version, although the tile size was right, a few pixels were missing when the image was rendered in the game, that was fixed later in the second version.

Added a different colour palette for the night tile. The night tile was inspired by a few games where the water tiles becomes darker but also glow. This is achieved by making the mid tones and the blue colour of the water darker while making the highlights fluorescent or a popping shade of the same colour(Blue).

Layered the sand on to the water, erased the sand for spotty texture at the shoreline for mergedDirtWater tile.

Inspiration for the water seamless design is from a YouTube video. The video describes making the pattern for Hex tile design. I applied the process to create an isometric tile.

Night tile - Inspired by this image Image Link

Day Tile - 023E8A, 0077B6, 48CAE4, CAF0F8

References

Images used within testing process

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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