This week the art team mainly worked on the Art Document for this week, posted below are the boards and explinations I wrote for our Art Bible.
Moodboard:
The feeling we are trying to achieve in ‘Crazy Crusade’ is exciting comical action. Starting with the currently existing game ‘Subway Surfer’ as a basis for the mechanics, we give the story a different twist. In our version you’re not running away from a cop in a train yard, you’re a lunatic who thinks he’s a knight and tries to escape from the asylum.
Style:
The artistic style we are going for is a highly stylized and cartoony version of a real life forest environment. All of the objects commonly seen in a forest will be stripped of unnecessary detail in both texturing and model. Important and characteristic elements of said props will be exaggerated, in both model and texture.
Special Effects:
The particles and effects used in ‘Crazy Crusade’ will be stylized in the same manner the other parts of the artwork and environment are stylized. Important details will be exaggerated in shape, size and colour, while anything not essential to the clear visual message of the object will be stripped.
The particles themselves will consist of a sprite sheet containing parts of handpainted art, that could very well have been used to texture the environment. Seeing as how ‘Crazy Crusade’ doesn’t rely heavily on particles for aesthetic interest and added comical effect, the particle effects themselves will be rather subtle, and only serve to clarify to the player, the consequences of his actions.
An example of this would be a gust of wind each time he changes lane or jumps, or maybe a trail of dust and dirt, thrown upwards by the running of the character. This can be used to clarify certain moments when the player is not simply running, but jumping, or sliding under an obstacle.