stewiepixels
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« on: July 23, 2017, 05:22:37 AM » |
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Nanioheian Hey fellows, I'm working for some time now on a dark, sci-fi metroidvania, alien and metroid inspired. For the last 2 months I am working on defining the visual aesthetics for it. Would really appreciate your thoughts on this. you cand find more screenshots and info here - https://www.facebook.com/nanoheia/ - https://twitter.com/nanoheia
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« Last Edit: October 27, 2017, 01:14:16 PM by stewiepixels »
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TinyAngryCrab
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« Reply #1 on: July 23, 2017, 05:48:54 AM » |
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I really like the classical pose of this (reminds me of david - hand up cocked hips) combined with the modern feel and outline disruption. Do you have any in-engine material yet or is this just visual direction? My feeling would be to run a bit more with those muted colours eg the blue and red on the statue to break up and add more visual interest to the rest of the scenery to avoid the background turning into a grey-black morass
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stewiepixels
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« Reply #2 on: July 23, 2017, 06:16:42 AM » |
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I see. Valid point. However part of all this gloomy and desaturated palette is part of the design. I'll have to find a way and diversify as you mentioned. And yep, the 2 of them are concept art, the one with water reflection is in engine screenshot ( rough one, wip)
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absolute8
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« Reply #3 on: July 23, 2017, 06:34:47 AM » |
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Nice imagery. These are mock-ups, right? I'm interested in what shaders and options you use to achieve the visual effects you're going for.
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stewiepixels
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« Reply #4 on: July 23, 2017, 06:38:26 AM » |
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hey thanks, the bottom one is a screenshot from construct2. Basically, it's a mix of desaturation, color aberation and an old tv filter that it gives a cinematic look.
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TinyAngryCrab
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« Reply #5 on: July 23, 2017, 06:59:53 AM » |
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I see. Valid point. However part of all this gloomy and desaturated palette is part of the design. I'll have to find a way and diversify as you mentioned. And yep, the 2 of them are concept art, the one with water reflection is in engine screenshot ( rough one, wip)
I don't mean changing the palette as such - merely that even those muted blues and reds set off contrast with the surroundings, so you can really make elements of the environment draw the eye and pop with them! in the statue pic eg it makes sense because statue is centre of attention - but in the earlier landscape i feel like slightly more structure pulled out of the background and the blue specks in the foreground broken up and made more irregular would add some balance
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stewiepixels
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« Reply #6 on: August 17, 2017, 07:55:30 AM » |
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wasn't 100% of the main character silhouette so I reworked it some more. It feels to me so much better now
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Ian_A
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« Reply #8 on: August 17, 2017, 08:55:54 AM » |
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CRIMSON KEEP - First Person Action Roguelite
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Josh Bossie
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« Reply #9 on: August 17, 2017, 10:37:01 AM » |
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I feel like I can smell these screenshots. Your art direction is undeniably cool. I'll have to see it more in-action to see if there's that visual clarity that metroidvanias typically need
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stewiepixels
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« Reply #10 on: August 17, 2017, 11:15:42 AM » |
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to see if there's that visual clarity that metroidvanias typically need
thanks Josh. Would like to go into details about what you mean by the visual clarity. Like being able to read well the characters from the background and easy to see the "action" in the game, could you add some more ?
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« Last Edit: August 17, 2017, 11:34:32 AM by stewiepixels »
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joey4track
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« Reply #11 on: August 17, 2017, 12:52:22 PM » |
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I can't speak for Josh because I don't exactly know what he means but I will say that what I like about this work is actually that it's NOT especially visually clear. The style is a beautiful oil painting style that leaves much up to the imagination while providing very heavy emotional feels through the broad strokes of color and shape. The art reminds me very much of the brilliant work from Drew Tucker, who has done a ton of MtG cards among other things. If you haven't heard of him check him out, I'm sure you would love his work.
Anyway, just my two cents! As long as I can tell clearly where the paths are when traversing the map I think this visual style is perfect for a metroidvania.
EDIT: oh do you have a Twitter? for those of us not on fb... DOUBLE EDIT: I found it ;P
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stewiepixels
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« Reply #12 on: August 17, 2017, 01:14:50 PM » |
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thanks Joey, although we have 2 candidates on this ( music part) it is still very early to talk about that and not everything is 100% decided yet But thank you for the interest
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joey4track
Level 1
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« Reply #13 on: August 17, 2017, 03:34:56 PM » |
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Sounds good, well I'm here if you need me keep up the good work!
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Christian
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« Reply #14 on: August 17, 2017, 04:59:27 PM » |
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wasn't 100% of the main character silhouette so I reworked it some more. It feels to me so much better now This still concept art, or the in-game aesthetic?
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stewiepixels
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« Reply #15 on: August 18, 2017, 02:01:48 AM » |
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it's in game (however the art is not polished, it is rough, just for testing)
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Christian
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« Reply #16 on: August 19, 2017, 04:04:00 PM » |
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it's in game (however the art is not polished, it is rough, just for testing)
Oh, really? I actually love that aesthetic. It looks like a painting. What was the final art style were you thinking of? Any chance you might keep this look for the game?
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stewiepixels
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« Reply #17 on: August 19, 2017, 04:43:46 PM » |
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yep going to try and keep this style while making everything distinguishable for the gameplay. I started with the idea to have a "cinematic pixel art" feel to it ( if that makes sense haha)
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stewiepixels
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« Reply #18 on: August 21, 2017, 07:33:17 AM » |
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here's the difference between the old and the new main character silhouette
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alaNintendo
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« Reply #19 on: August 21, 2017, 05:55:29 PM » |
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Very cool. Like the photoshop filter effect feel! A bit like Rain World and not
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