![]() Everything is a visual puzzle that needs solving.įrom the get go we knew we wanted the Vanguard hero Jack front and center, humans are interestingly the most played race, the human eye always looks for faces and this would be vital to setting the ‘hero’ tone. What races and units to show, their posing, the lighting and composition, how should the planet look, where should the logo be placed. Now that we have our focus, we need to decide on the visual hierarchy. making the composition a tricky thing.īut essentially we wanted to answer 2 basic questions with the key art -Īnswer – I’m a cool sci-fi hero fighting over a planet with different types of units under my command. Additionally it should adhere to strict formatting guidelines so it can be cut up for many different assets box art, steam cells, posters etc. ![]() It should solidify the games tone in one image as well as grab the attention on store shelves making you want to know more. This is especially true for new IP’s such as PlanetFall. The key Art is an important part of a games branding and should tell people who’ve never seen nor heard of the game before what it’s about. For this weeks dev diary I’ll be talking about the development of the Key Art, and game Logo. Hello! Rich here, I’m Lead Concept Designer at Triumph and responsible for a lot of the visual aspects of the game.
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