And you guys are actually one post behind, so here’s the next update from my devlog:
It’s been very busy at work, we’re porting games to consoles and there are some very important deadlines.
Coding update: I have re-vamped the “Daily Challenge”. It now generates 7 levels with increasing complexity, and unlocks one each day of the week. If you’re playing on Wednesday, you should beat Monday, beat Tuesday, beat today, and then wait for Thursday’s level to be delivered. The leaderboard will be the total of all your scores up til Sunday. So if you’re 600 points behind a friend on Thursday, you still have a chance to beat them!!
Artwork update??? I’ve officially started thinking about artwork. I said from the beginning I wouldn’t get distracted by art, but now I think it’s about time to wrap things up.
For this concept art, I’m only thinking about rendering style. Concept art should help you answer some questions before you enter production. Like so:
- Should the characters have black outlines?
No, it’s difficult to keep uniform scale with line art in games and I don’t want to worry about that.
- How many different colours is too many?
I want to aim for a maximum of 4 colours in a character portrait, so they can double as printed promotional artwork later.
- How much is too much fidelity of detail?
The game has a very clean UI, and could potentially be on small screens, so I want large basic shapes that read well, and shouldn’t put more detail into a square inch than the rest of the game would.
- What is too little detail? Should there be shadows, hard shadows or gradual shading? Should these characters be tall and lean, have big heads, big eyes, Charlie Brown dots for eyes?
I dunno, let’s find out!
Remember: We are concepting RENDERING here, NOT CHARACTERS.
So I rounded up some reference art for a few minutes to give me an idea of what to try:
And just splashing around, here’s my first test:
I like the colours and the shapes, but it’s TOO clean. This makes me think of a facebook game or mobile game from a few years ago, and I don’t like how inoffensive it is. The game lacks character right now, and I don’t think this adds much to be interested in. I don’t think I could show a very wide range of personalities when things are this clean either.
These are my first characters who I DON’T plan to animate, so I do have the liberty to spend more time on a portrait than I did in SpeedRunners. I should stretch out a bit more.
After a few other attempts, here’s something completely different:
Wow okay. So one thing I got a bit better at was defining a character that looks like they’ve got things to talk about. This guy looks a bit more potentially dangerous or funny or interesting, so that’s good.
I don’t like how ill-defined everything is, I think it’s too smudgy. Pretty weak lines, and I think it’s too dark. Most of the contrast is happening low down and the face is a blur- which is the opposite of what I should do to communicate personality and identity. Proportionally, his head is about 15% of the image, while if you look at my Super Mario Hoops 3-on-3 Basketball placeholder art: they put great focus on heads and faces. So I definitely need to try again.
By the way, this pose is stolen from a photo of The Fonz, from Happy Days.
I tried again:
This is one that I liked. I like the colour balance, it really draws you up to the face. I used one-colour hard shadows, and then did one layer of more ambient light and shade. The skin turns a bit more yellow when it gets light, and a bit more red when it gets dark, which helps the game stay colourful.
I think proportions could still be tweaked a bit, this is still a bit too tall to squish into a game interface… maybe I should draw from the stomach upwards. I love this character pose, it makes me laugh, and I actually really like the outline on the eyes which was a complete fluke.
Oh and I decided to include a highlight down one side to help strengthen the character silhouette. I felt like I was missing some definition from the line art.
I started to think about what kind of characters I want to show, and I should aim to tell a story from a photo, because there’s not going to be a lot of explicit narrative here. Sometimes you strike a connection just from seeing a person, or they just have evidence painted on their face that they’ve been through the same trials you have. Sometimes people are funny without jokes. I think each of the characters in Seinfeld tell a story at first sight, and in this next piece of concept art I decided to use Tuco from The Good, The Bad and The Ugly as a base for someone with powerful identity in a face:
This is very similar to the last one, it’s rendered almost exactly the same way. The proportions of the character are now almost 40% head, and MOST of that head is a face. My girlfriend just told me that looks weird, but I’m not sure yet, I think I like it. It feels like South Park to me, which I don’t mind.
I think there’s a lot of harmony in the colours and I like it.
I’m a bit nervous as to whether or not the shadows make it feel too high-fidelity, or if I should blanket him in more broad light. If you look at my Advance Wars 2 placeholder art, they do use a bit of shading, but very sparingly, and almost none on the face. I think I like the shadows on my previous test more.
I think the prop works, and I like how snugly he fits in the circle. That just means he fills a box really well, and will make for an easy UI element for me to use and play around with.
So this was my journey through some potentialities of how characters could look, and I’m still not finished!
It’s been painfully slow working on this, because I’ve been opening the game in 3 or 4 hour blocks on Sundays and that’s all D:
After this it’ll be actual character concepting, then making the assets, maybe funnin’ up the game board and in-game elements, then the game’s ddddooooooooone?
Music too, I’ll need to figure out music.