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Art Design and Inspiration
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.
- 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.
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]
Shipwreck has been separated into two parts, front and back.
The following images were used as inspiration for drawing the shell and rock images.
Initially traced over image and added additionally flourish to make the art more personalised to our art style.
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
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
Images used within testing process