Saturday, August 30, 2014

Aesthetic options


  • so i started sketching some stuff like that but it naturally developed into other ideas
  • i made some color schemes with colored pencils to help decide on a color scheme
  • also sketched different ideas for the backgrounds like trees, underwater, black to white to orange, black to white to blue, dark and cloudy to clear and designed
  • explain how the ideas like trees and underwater and cloudy relate to themes in the game
  • so i made a blank template that shows the main parts (platforms, trolleys etc) for each level and printed off many copies
  • so now i have been sketching out examples of how each aesthetic would progress over the first three levels
  • show examples of the blank templates
  • none of them are finished yet but hopefully very soon i will be able to show them all and we can narrow down the options!
  • wheeee!

      This week I have been developing the aesthetic of the game. I have had a few moments of spare time between finishing the modeling and remodeling and re-scaling of the level. In my mind it does not make a lot of sense to try to make more levels for the game until we see how these levels play out, especially with assigning the player to a philosophy and all that jazz. While we finish tweaking the mechanics I have been sketching ideas for the level backgrounds, platform designs and things of that sort. Currently I think that the overall aesthetic of the game should be very dark at the beginning when the main character has no memories, and then progress to white, pastel and brighter colors as the main character's memories return. I began to sketch some stuff like that, but it naturally developed into other ideas, so I started again by creating some color schemes with colored pencils to decide on colors. I also sketched different ideas for the backgrounds that I thought could relate to different themes in the game - trees, underwater to sky, black to white to orange, black to white to blue, dark and cloudy to clear and designed. I will explain how each related to a theme of the game when the sketches are finished, so the visuals and explanations will be revealed simultaneously.
      In order to create designs that took the platforms of each level into consideration I created a template of each levels that has the platforms and any other important features of the level. I printed off several copies of each and I have been sketching out examples of hoe each aesthetic would progress over the first three levels. None of them are finished yet, but hopefully very soon I will be able to shwo them all and we can narrow down the options! Whee!


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