Concept Art


Here we will be talking about the concept art process that the Exodus project will be going through in order to develop a tight and well polished aesthetic for the game. Environment art will be a large focus of the game as it will be widely featured much like the background art for Gris and other artistic platformers.

Check above for more detailed images that you can inspect.
 
In these early weeks working on the game design my primary focus has been on defining shape language, color, early character concepts, and reusable background assets. Nailing down the basic silhouette for the character was a primary focus as well as getting some blue sky images that could influence the mood direction of the project. The first of those mood pieces is highlighted in the banner of the page. Below are beginning stage iterations of the character design for our protagonist. 

Eventually I settled with a few changes to the initial design and from here will work on simplifying the character, tweaking their final idle pose, and blocking out some color concepts.

Another instance of necessary iteration is with some rocks that will be repeated through the environment.

Rock Designs

Here I am working with designing the background images and look that may appear in game. Things are not nailed down yet, but this is a good way for me to see what the assets may look like in a final state and how I need to look at rendering them and their unified colors. From this I can work towards developing the mood, atmosphere, and what possible assets I may need to make the world feel more alive.


While sketches may not measure up to fully finished designs they are integral to concept design and creating a style or idea for most other art in the game. Some of these sketches toss around interesting environment assets, and others focus on how the player will move through the first level. 



New Post! 3/16/2019

Hello again everyone!

Robin and I are working on various environments and assets for Exodus and are happy to share with you some of our progress. As for the mechanics side of things, honestly I've gotten lost with all of the triggers and various ways in which code communicates. I'll have to research some more. Thanks to Professor Keegan however we have been able to make some note pickups and a possible workaround for an ability: Flight! We shall see how this will work out in the future, but for now we at least have a change to our jump so that we may hopeful reach one step closer to a playable game! 

Here is the base background for the Heaven's Gate location. More will be added, but we are building our images in layers so that we can use some parallax visuals when we plug these assets into unity. 

New Concept Art has been added!

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Here are some basic tutorials for photoshop and after effects yo