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TIGSource ForumsDeveloperArt (Moderator: JWK5)Feedback on some art for my current video game project
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Author Topic: Feedback on some art for my current video game project  (Read 906 times)
Ndrphn
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« on: November 02, 2015, 02:14:35 AM »

I am working on a full game since January.
Being a painter ( canvas and paper ), i had to learn to work on softwares, with a small wacom tablet.
Having found the concept of my game, i intended in the first place to create world and environement.

It will be some kind of shoot 'em up, with humanoid characters instead of space ships, and a gloomy dead world instead of space environement.
That is why i propose some visual that will scroll itself throught game progression.
i will later start a devlogs topic, as soon as i'll have some gifs that will describe a bit of game mechanics,
speak about the story,painting technics, etc


You can find my past art projects in here : http://bornesdelaconscience.blogspot.fr/
It' mostly concerns paintings, montages, expériencial movies ,writings, exhibit reports....


Let me know your impressions on the following visuals, i need some feedback on these, thanks  Smiley


if i may first introduce our main character:






Here's worlds she'll be diving in :


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10 there will be some paralax with these dark root/trees



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zombieonion
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« Reply #1 on: November 25, 2015, 10:40:38 PM »

Your backgrounds look good, but it's hard to tell how they will look when there's gameplay on top of them. Make that devlog thread and start deving!
Good luck
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diegzumillo
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« Reply #2 on: November 26, 2015, 02:57:32 PM »

/\ what he said. But by themselves, these are pretty great! Very atmospheric, each with its own unique markings. I like them. I would use them as wallpapers Tongue
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sandy
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« Reply #3 on: November 26, 2015, 04:06:56 PM »

these work as static pieces, but as game assets they will be difficult to make look good in motion. the high fidelity will make integrating all the assets a big pain. for example, getting the main character to be lit properly given all the different light sources will be impossible without either spending a huge amount of time or having a lot of programming know-how; the higher fidelity of your assets makes inconsistencies like this stand out all the more.

also a foreseeable problem: animating in such a style will be very, very difficult.

coming from a painting background, i understand that it can be very tempting to make a bunch of fun assets right off the bat, but imo your time would be best spent making all the assets for a /single/ level (background, characters, enemies, UI), making sure that they work, and that it's a style that's scalable (italicized for importance) and appropriate for the size of the project you want. this is of course assuming you already have a fun prototype! the needs of the game could change very drastically and changing course is made all the more difficult if you've already spent a bunch of time making assets that the change would make obsolete.

good luck!
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Ndrphn
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« Reply #4 on: November 27, 2015, 12:29:42 AM »

Thank you very much people, i appreciate a lot to read you all.

(I hope) i'll soon be able to present a video of my prototype where all of this is moving.

For the animation part, i chosed to use ragdoll. Not beeing a programmer at all, i use Construct 2 software.

Been working on Gamefeel lately, noises and graphics that will give life to it all.

Again, i appreciate a lot your constructed and interresting words on it, thanks a lot.

Will come back soon with a proper devlog, and presenting something closer to a videogame.
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BadIdeas
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« Reply #5 on: November 27, 2015, 09:50:11 AM »

Here's some feedback: I was like Shocked and pissed myself scrolling down to see you character.
If horror is what you're going for then you're doing a great job, friend.   Beer!
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Ndrphn
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« Reply #6 on: November 28, 2015, 02:46:51 AM »

Well that's a pleasant feedback, thank you man, horror is indeed the universe that imposed scrolling will head us to
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