Let’s talk a bit about designing and concepting our tunnels. Before we had fully planned our little project I started thinking what it would look like. At that point I only knew that we were going to do some darkish fantasy dungeon crawling game. All the options were still hanging in the air. Was it going to be some kind of open world game or tunnel runner? Is it in 3rd person or 1st person? What about the movement? Does player play single character or a group?

I tried not to think too much of the open questions or restrictions and just decided to let loose. It’s kind of hard because in back of my head I know that whatever I draw or paint I have to translate into 3d in some point. So every time I’m painting awesome giant statues pouring magma over some ice sculptures of little kittens in dense forest, the 3d artist inside me is crying big sad tears. Anyways, I started to concentrate on the mood, feeling, colors and scale of the dungeons, not trying to think too much what kind of gameplay the concepts would depict. Obviously the images doesn’t resemble the current game that much, but they helped a lot of finding out what would work and what was cool and what was total shite. With these images our team got a grasp of the feeling and style of the dungeons and we started to “talk the same visual language” which is really important in every game project.

Enough with this typing. I think I’ll go back to Zbrush sculpting our new cool monster. Maybe I’ll do another post of it someday ;) nudge nudge wink wink. Go on and check out bigger images by clicking the pics.

Bam! Behold. Images.
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