Monday, 24 November 2014

Inspiration

Japanese Yokai

When trying to find inspiration for my monster design, a friend recommended I look in to Japanese folklore for inspiration and let me borrow The night parade of one hundred demons. (Mayer 2012)  These are a few that caught my eye.  I was particularly inspired by the absence of facial features of the Ohaguro-Bettari, the sharp nails of the Onryo, the dangling eye balls and reptile-like tongue of the Nuri-Botoke and the twisted bone structure of the Aka-Name.  I also really enjoyed how a lot of these terrifying creatures have some sort of twisted back-story.

Ohaguro-Bettari

Translation:  Nothing but blackened teeth

Appearance:  Late at night s disturbing yokai can be seen loitering near temples and shrines, dressed in beautiful wedding clothes.  She calls single young men over to her, who are seldom able to resist her charms.  Until, of course, they see her up close...

From behind, an ohaguro-bettaru looks like a beautiful woman wearing a kimono.  She appears usually at twilight outside of a temple, or occasionally inside a man's house, disguised as his wife.  At first, her head is concealed, or turned away from any viewers...  She turns to reveal her face:  an ugly, white, featureless dome slathered in thick makeup, with nothing but a huge, gaping mouth full of blackened teeth.

Ohaguro-Bettari (Meyer 2014, p. 122)

Onryo

Translation:  grudge spirit, vengeful ghost

Appearance:  The most dreaded type of yurei is the onryo.  They are the ghosts of people who died with strong passions - jealousy, rage, or hatred - that their soul is unable to pass on, and instead transforms into a powerful wrathful spirit who seeks vengeance on any and everything it encounters.

Onryo (Meyer 2014, p.164)

Nuri-Botoke

Translation: coated Buddha

Appearance:  Nuri-botoke is a kind of grotesque zombie which creeps out of a butsudan that has been accidentally left open at night.  It is a soft, flabby corpse-like spirit with oily black skin and a pungent smell.  Trailing behind is a catfish-like tail connected to its spine.  The most striking and disturbing feature is this spirit's eyeballs, which dangle wildly from its eye sockets.

Nuri-Botoke (Meyer 2014, p.192)

Aka-Name

Translation:  filth licker

Appearance:  Aka-Name is a small, goblin-like yoaki which inhabits only the dirtiest homes and public baths.  It is about the size of a child or a small adult, though it generally appears much smaller due to its hunching posture.  It has a mop of greasy, slimey hair on top of its head.  Its body is naked, its skin greasy like its hair.  Aka-name come in many colours and varieties, ranging from a dark mottled green reminiscent of mould, to the ruddy pink colour of bedsores.  They come in both one-eyed and two-eyed varieties, and can have anywhere from one to five fingers and toes.  All aka-name have an extremely long, sticky tongue, with which they lap up the slime, grease, hair, and other filth found in bath houses and behind toilets.

Aka-Name (Meyer 2014, p.200)
--
Buffy The Vampire Slayer

I've also been watching a lot of Buffy The Vampire Slayer recently and although a lot of the creature designs in this show can be super cheesy there's been a few who have been genuinely terrifying.

The Gentlemen are a group of demons who steal the voices of the town they are haunting before collecting the hearts of some of its inhabitants.  They're extremely creepy in appearance, constantly smiling maliciously wearing suits and instead of walking they float.  It's this uncanny quality of smiling, wearing suits in conjunction with the demonic qualities of floating and killing humans that made them stand out for me amongst the other monsters in the Buffy universe.

The Gentlemen in Buffy the Vampire Slayer (1997)

Another Buffy monster that really freaked me out was the Gnarl demon.  He is goblin like in appearance with  sickly green/yellow leather like skin and long razor like finger nails.  It has the power to paralyze its victims by scratching them before slowly peeling their skin off.  Watching the character Willow become paralyzed whilst the Gnarl slowly peeled off her skin was really hard to watch.  I think the mix of this real world fear of paralysis and a demonic entity is really effective.

Gnarl Demon in Buffy the Vampire Slayer (1997)

Finally, in the episode "Conversations With Dead People" Buffy's mother, Joyce, is believed to be attempting to communicate from beyond the grave whilst a malevolent spirit tries to interfere.  During the episode flashes of Joyce appear with images of a dark figure strangling her (I still can't believe this show was made for kids) and her face is twisted with pain, her eyes rolled back in her head.  It was an extremely distressing image to see which I found genuinely scary despite it only being visible for a split second.  I can't help but wonder if I could use a similar technique in my game and have distressing look victims appear around the player for split seconds at a time, as if to warn the player of the Big Bad they're about to encounter, which could add to an unsettling atmosphere.

The character Joyce Summers under attack in Buffy the Vampire Slayer (1997)
--
Owlman


At an abandoned children's hospital, someone dressed up as a half owl, half man creature and filmed the reaction of visitors there.  The costume itself is pretty creepy with its claw like hands (reminds of the monster from the Don't Starve "The Screecher" mod actually) but it's amazing seeing how terrified people are of something just slowly walking towards them.  The way the creature is just standing in the shadows watching them at 39 seconds in is genuinely creepy and it would be interesting to recreate this sort of behavior in the monster of my game.


--
Kyle Cooper and American Horror Story 


The opening credits to all the American Horror Story seasons are really unnerving.  It's the brief moment of quiet crackling at the start followed by the burst of horrible Nine Inch Nails record gone wrong audio which plays 7 second in that gets me.  These creepy, unsettling sound effects coupled with the horror-esque images flashing on screen really sets the mood for the show,

The sequence was created by Kyle Cooper (and his company Prologue) who also created the opening credits for The Walking Dead and the movie Se7en.  I absolutely adore Kyle Cooper's work- he's like a modern day Saul Bass!  It would be fantastic if I could include something like this for the opening sequence of my game as a way to get across the story.


--
Lone Survivor, Five Nights At Freddy's, Knock Knock, Year Walk and Silent Hill 

Of course I've taken influence from a much larger pool of games than this and some of these have already been mentioned in my 2D horror game case studies, however certain aspects of these games really stood out to me in terms of character design and gameplay which have really influenced my monster and level design to date.

Lone Survivor's "Mother" and "Daddy"


Lone Survivor (Superflat Games 2012) "Mother" boss.

I've been particularly influenced by the monster designs of Lone Survivor.  From first glance of a static image they seem a bit laughable, however their massive size and twisted anatomy really caught me off guard, especially in conjunction with the use of uncomfortable, screechy sound effects.  The first of these boss monsters, "Daddy," chases you around the basement area which was definitely one of the scariest moments of the game - having one of these massive, messed up looking creatures charge towards you is extremely stressful and therefore very effective in a horror game.  Moreover, the speed of "Daddy" is perfectly timed to catch up with the player just before they reach the door to the next room, creating an extremely satisfying "just in time" moment.  This scene was so effective I definitely want to include a chase sequence featuring some sort of large scale, creepy creature in my game!   


Five Night's at Freddy's Pacing and Uncanny Character Designs 

Screenshot of Five Night's At Freddy's (Scott Cawthon 2014)

I'll be going in to more detail about the PC point and click survival horror game Five Nights At Freddy's in my 3D horror game case studies however the game's character design and pacing is very effective.  

This game features jump scares-galore however it's the build up to these that are most effective.  The player has to constantly keep checking the lights and security cameras and the frantic nature of this is extremely successful in creating an uneasy feeling in the player. 

The monsters of the game take the form of the animatronic animal mascots of a pizza restaurant.  The dark circle around their eyes, black eye brows and ever so slightly sharper than you'd expect teeth are the only thing standing in the way of the cute kid-friendly robot you'd expect these mascots to look like, but these subtle features are enough to create that uncanny familiar-but-not appearance that makes these enemies seem so unsettling, creepy and almost demonic.  I think this less is more approach to creating eerie, uncanny characters is really interesting and it's definitely something I should explore in my monster design. 

Five Night's At Freddy's 2 adds the Freddy's Mask mechanic to the game, and while I've not had the chance to play it yet I watched some gameplay footage and it's extremely creepy watching one of the animatronics pass by the eye holes of the mask with the strobe light effect eerie noises adding to the atmosphere of sitting waiting, hoping its not going to notice you.

Wearing the Freddy Mask in Five Nights At Freddy's 2 (Scott Cawthon 2014)

This is similar to the nauseating experience of hiding in a locker in Alien: Isolation and watching the Xenomorph actively hunt you.  Something about having your vision obscured really gets to me and it's an experience I'd like to include in my game - Perhaps the player could hide in lockers or benches to wait out the monster, who has a random chance of finding them.


Ellen Ripley hiding in Alien: Isolation (The Creative Assembly 2014)


Knock Knock Enemy Gameplay

As previously mentioned, the enemies of Knock Knock will slowly walk towards you making them easy to escape from.  However seeing an enemy slowly walk towards you causes stress, making simple tasks like opening the door to get out more frantic, therefore adding to the game's atmosphere.  This is especially horrific if the enemy is slowly walking towards you and you've found yourself in a room with no escape.  My issue with the Knock Knock enemies is that their designs aren't really scary at all, and I'd love to see this implemented with a genuinely creepy design which is what I'm hoping to achieve.  

Screenshot from Knock Knock (Ice Pick Lodge 2013)


The Art of Year Walk

The art style of Year Walk was my biggest influence for the current art direction of my game.  I loved their illustrative, flat textured design and thought it would be interesting to try out a similiar style but with more depth to it.  I found this really interesting post on the developer's website about how they went about establishing their art direction (they used tree tests too, which is pretty cool!) 

 Interestingly the game was originally going to be in 3D, inspired by German expressionism.

Early 3D style test for Year Walk. (Simogo 2013)

 Then they decided to go down a more 2-Dimensional angled top down route before deciding on making the game entirely in a first-person perspective.

Flat style test for Year Walk. (Simogo 2013)

Later in the pipeline they created a very small prototype consisting of just two scenes to test out their controls and atmosphere.  This has inspired me to create a similar short prototype in Gamemaker to test out a range of different atmospheric overlays and particle effects, controls and different perspectives. 

Screengrab from early Year Walk prototype. (Simogo 2013)

Silent Hill Monster Design

I don't think I could get away with working on a horror game without mentioning the infamous 
monster designs of the Silent Hill series.  After posting my monster silhouettes online for feedback someone mentioned I check out Cynthia, a boss featured in Silent Hill 4.  I couldn't find any decent gameplay footage to post here but the clip below features her creepy reversed crying sounds which made me feel really uneasy.  In combat she slowly floats towards the player or slithers on the floor like a snake and both movements are very creepy.  There's a lot of evidence building up to support slow paced, floating enemies are very unsettling for a horror player so this is something I should take in to serious consideration for the animation of my monster.


The Silent Hill series is heavily influenced by psychological horror which is reflected in their creature designs.  Protagonists in the series tend to be average men (and women) who are caught in their own personal nightmare, with the monsters reflecting this.  Pyramid Head, for example, exists as the embodiment of the player character's wish to be punished for the death of his wife.  Masahiro Ito intentionally designed him to be "a monster with a hidden face" with its triangular shaped head representing the possibility of pain.  Pyramid Head also doesn't speak, but instead moans and grunts painfully (this reminds me of some of the feedback I got on my earlier monster silhouettes, where a monster who wants to hurt you in spite of its pain is inherently more terrifying.)  I liked the idea of having a silent monster design with a hidden face as this sense of mystery potentially adds to fear - Why won't it speak to you and what is lurking behind the mask that it doesn't want you to see?

Pyramid Head design by Masahiro Ito.  I read somewhere that Francis Bacon is one of his main influences, and you can definitely see the influence through these dramatic brushstrokes. 

--
Jonas Berlin in "Amnesia: The Dark Descent: Birth of a Monster"

The developers of Amnesia have been very open about their development methodology and their character designer, Jonas Berlin, has shared some information about his process.  The Amnesia monster design needed to avoid being zombie-like and fit the story of a demon taking over a human body.  Berlin began by researching unusual anatomy then creating small, quick sketches and silhouettes of ideas.  After receiving feedback from his creative director he worked on more detailed designs then showed these to the creative director again for feedback.  He focused on the idea of a demon twisting the body, breaking bones and bending joints which I think has unintentionally influenced some of my silhouette designs.  However I was most inspired by his design process as a whole, substituting a creative director for the feedback of my peers.

Early monster design sketches by Jonas Berlin.

--
Abigail Larson





Abigail Larson's work always favours creepy and gothic subject matter and I feel her colour palettes are very well suited to these themes.  I've found a lot of horror games tend to employ boring dull/grayscale colour palettes and that's definitely something I want to avoid with my game as I feel these can make a game feel very stale and boring.  Larson's artwork is full of rich, complimentary colours that are always grungy enough to suit the horror genre and I've found this very inspiring for my environment design.

--
John Kenn






John Kenn is another artist whose work I've been inspired by for this project.  His style is reminiscent of Edward Gorey and work is the stuff of children's nightmare fuel.  A lot of his drawings feature eerie floating entities slowly floating towards the viewer or a character and I can visualise the creepy way they would move so clearly in my head it's something I'd love to try out in the animation of my game's monster.


--
References

Thursday, 20 November 2014

Monster Silhouettes


1 -
2 - |
3 - |||||||||||||||||||
4 - |||||||||
5 - ||||||||
6 - ||||||||||
7 - ||||
8 - |||||||||

I posted these silhouettes online for feedback and was really surprised when 3 came out the favourite.  I was worried that one might seem too cliche!

General feedback:
- Things that float are generally bad news.
- 8 looks like it's breakdancing.
- 8 is scary because it looks like it would move in a really distressing way - "coming to get you in spite of pain" is scarier than just "coming to get you."
- 7 looks like a horrible death awaits you.
- 2 looks like he would rip you apart.
- 3, 5 look mysterious with dangerous sharp nails.
- 1 and 2 look too friendly.
- 4's face looks like its only existence is to ruin your day.
- 4 looks like it would sing creepy lullabies in a demonic voice.
- 3 would be scarier if it moved the way 6 looks (broken limbs etc.)
- 5 because its face is hidden so is more mysterious.
- 6's limps look pre-snapped and grim.
- Lots of people responding to the more humanoid creatures due to the unfamiliar/familiar vibe.

I found that last one really interesting as immediately a quote from Bernard Perron in Survival Horror: The Extended Body Genre popped in my head where he claims these humanoid creature designs work because we are "repelled by their impurity... as they transgress distinctions such as inside/outside, living/dead, insect/human, flesh/machine and animate/inanimate."

4 was my favourite as I feel quite strongly about having some sort of creepy, uncanny quality.  Perhaps a combination of the mask and hood with the floating and claws of 3 and the broken limbs of 6?

Mood Boards

Everyone's favourite - Moodboards!  I'll be making a more comprehensive post at some point regarding my influences, however for now here's the mood boards I've created for my monster design, protagonist design and setting.


For the game's Big Bad I've been heavily influenced by the monster designs of Lone Survivor (top left image) - They're both massive and grotesque looking and are absolutely terrifying when you see them walking towards your character.  I think something like that coupled with eerie, uncanny features, such as the soul-less eyes and creepy smiles found in the mixed media paintings of Guim Tió Zarraluki (top right) could make for a truly terrifying creature design.



Should I opt for a third-person perspective I know I want my character to female, simply because out of all the 2D horror games I've come across only two have had a female protagonist.  I like the idea of her being gothic or grungy because its an aesthetic that really appeals to me but would also fit the dark nature of the game.  I'll have to experiment with the proportions to see what will fit the game best but I particularly liked the examples shown on the left here.



As my game is set in a school I've been trying to find images of small, old schools that look like they're based in the middle of nowhere.  Liff Primary School was actually my first school until we moved when I was 6 or 7 (the image above the logo is a picture of it I found online) and I remember it being tiny and old fashioned looking and surrounded by trees and fields.  I imagine it would have been really creepy at night.

Week 10 Sketch Dump



 Life drawing from last week.  Really pleased how these turned out.  I used conte pencil which is a medium I usually don't find much success in however I really like my line weight in these images and I'm starting to get a lot more confident with proportions, however the proportions in my 1 minute gestures could definitely be improved.  I haven't done any in depth portrait studies in a while so I think I might focus on that aspect of life drawing next time.




I've also been doing some fashion studies as I realised I have a tendency to put all the characters I doodle in the same sort of grungy clothing.  I figured these studies would be a good way to broaden my visual library and also help me work on character poses.

This will probably be the last sketch dump for a while as coursework deadlines are looming!

Monday, 17 November 2014

Research - Game Design - Useful Quotes and Notes

Books

-Schell, J. 2009. Art of game design. 1St ed. Burlington: CRC Press
-
Rogers, S. 2010. Level up!: the guide to great video game design. 1st ed. West Sussex: John Wiley & Sons.

Online

- Conway, S.  2009 A Circular Wall?  Reformulating the Fourth Wall for Video Games
http://www.gamasutra.com/view/feature/132475/a_circular_wall_reformulating_the_.php

Friday, 14 November 2014

Horror Film Still Studies

Study of a scene from Alien (Ridley Scott 1979)

Study of a scene from Cabin in the Woods (Drew Goddard and Joss Whedon 2012)

I did these lighting studies of horror film stills weeks ago and completely forgot to post them!  I really liked the atmospherically lit smoke/blinding white light of the flamethrower in contrast with the dark foreground in the above scene from Alien. (1979) I also really liked the dramatic lighting of the chosen scene from Cabin in the Woods (2012) where the two creepy subjects featured ominously step out of a dark elevator.

Ripley's face looks a bit potato-like in that first study and the rendering of the details are very messy and sort of muddy.  I need to keep my brush strokes a lot simpler and take better care when blocking in shapes.  However I feel I've learned a bit more about creating horror lighting in scenes.  For instance I feel the lighting was much more effectively rendered when starting out with a shape blocked out in a dark silhouette (this is what I did for Ripley's body, unlike the background) which helps to easily emphasise shadowed areas.  This is a technique I went on to use when creating the textured forest scene (image 2) in my previous post.

In the Cabin in the Woods (2012) study, it was interesting trying to re-create depth of field with a field blur filter.  Although the left figure's face is off proportion-wise, I feel a bit more comfortable creating images with very contrasting tones, which is found in a lot of horror imagery.

Final Art Style Tests





Originally, based on peer feedback, I was going to use the following three tree tests for my final art style tests:


However I ultimately decided the collage tree was too impersonal for a final year project and, as it was one of the more time consuming styles to pursue, would not be an efficient solution for my game.  So I streamlined the test to just the other two styles.

Before showing the final art tests to my peers, I posted the above early version of the painterly style test on Twitter for feedback.  General feedback:

- Blurred background makes it feel as though something scary is about to pop out!
- Grass in foreground needs to be blurred, especially with the blur on the foreground tree.
- Extra layer of shrubs etc in the background would add more depth.
- Trees stand out too much, maybe add some fog. [My next steps actually involve adding animated fog/overlays to the scene!]
- Very atmospheric.
- Blurred background isn't working, maybe add the trees as silhouettes instead. [I disagree with this on the basis that this is what Knock Knock attempted to do and I personally hated how it looked/think silhouettes look cheap.  Guess it's just a matter of personal tastes.]
- Make bg darker, ground lighters and add a dark gradient from the top to 1/3 of the way down.

And this was the original image for the textured test.  It was a lot less popular on Twitter, however I think this might be due to the fact that a popular Twitter follower retweeted the painterly test so that one reached a lot more people.  The power of social media folks!

General feedback:
- Make ground less flat and make it feel more gnarly/bumpy/ripped/distressed/dangerous.
-Roots of the trees don't look like they're properly rooted to the ground.
- Ground is too bright.
- Trees look dead but the ground looks bright and alive, perhaps add more dead leaves and brown patches of dirt to the grass. [Actually got this feedback after finishing the final image so I'll keep that in mind when working on assets for my game!]

After posting the final images online for feedback, the textured art style won by a landslide.  It's my personal favourite and also the most time efficient style to work in so I'm really pleased it was received so well.

My next steps are to import the scene in to Gamemaker and test out some overlays such as parallax scrolling fog/smoke and film grain over it.

Monday, 10 November 2014

Week 9 Sketch Dump




Various life drawing.  Pretty sure I'm getting worse - Not really happy with any of these and I decided against posting the worst ones on here.  In the first image the 1 and 2 min drawings look way too lumpy and careless (granted those poses are always warm ups) and in the last image the 1 minute poses look far too stiff. I quite like how the style of the 5 minute drawing turned out however - I'm quite pleased with how the subtle shading and minimal facial features turned out, however I completely messed up her left arm and shoulder and her other arm feels pretty off too.   


This was my interpretation of a Hungarian Horntail dragon from the Harry Potter franchise for a friend's creature design project.  He wanted a range of different artists to interpret the following description in their own way:

"Supposedly the most dangerous of all the dragon breeds, the Hungarian Horntail has black scales and is lizard-like in appearance. It has yellow eyes, bronze horns and similarly coloured spikes that protrude from its long tail. The Horntail has one of the longesr fire-breathing ranges (up to fifty feet). Its eggs are cement-coloured and particularly hard-shelled; the young club their way out using their tails, whose spikes are well developed at birth. The Hungarian Horntail feeds on goats, sheep and, whenever possible, humans."


I tried to focus on the lizard like qualities and was inspired by the build of komodo dragons.  Was a good opportunity to try out my copic markers too as I'm usually too nervous about rendering anything with them.  I added the figure in for height reference but wish I hadn't now as it kind of ruined the image as a whole.   

Game Design Brainstorming


During the past couple weeks I've been trying to come up with an appropriate idea for my game.  Above you can see my ~super-organised~ process for this.

I was really inspired by the demo for Uncanny Valley and Don't Starve's The Screecher mod as I feel they are the perfect examples of the length for the game I want to create - 10 to 15 minutes seems like a good amount of time to demonstrate the pacing, atmosphere and aesthetics I want to achieve with my game and also seems like the right amount of time for it to be demo'd for the showcase at the end of the year.

--
The Story:

Setting - A school at around midnight (the school will be located remotely, perhaps in the countryside, to potentially give off a greater sense of isolation.)

The local school is rumoured to be haunted by a vengeful demon.  The protagonist's brother goes missing after joking about performing some sort of OUIJA board esqe ritual there with his friends.  The protagonist must go to the school and save him.  However in order to get her brother back she has to escape the schools infamous monster first.
--

The Mechanics:

Hiding and timed gameplay sequences.

The ritual involves opening and then closing several portals and for this a time limit mechanic will be employed (theoretically making use of the "Always close" trope in order to give the player a sense of achievement after closing them in time).

When the time limit runs out the "Big Bad" will come and the player will have no choice but to hide.  If the player makes it to the final portal, they will be chased and eventually caught by the monster (even if they escape far enough to hide.)  Every time the player hides in the game there is a random chance the monster will find them.
--

The Pacing:
-Slow to begin with, with sudden flashes of the brother's friends (with their humanity completed distorted after being caught by the demon/monster/"Big Bad").
-One jump scare - perhaps the first glimpse of the monster?
-The Big Bad will appear and slowly creep towards the cornered player then disappear at the last second (as if to toy with the protagonist)
-There will be a brief calm before the storm moment (making use of the "Hope Spot" trope).
-Finally the game will end with a chase sequence.
--

Risk Assessment:  
- I may not have the technical skill to program all of this myself.
- The pacing may not work as well as I think it does.
- Timed gameplay sequences and having to hide might frustrate players.
- Introduction to story may involve an animated sequence that I may not have the time to do.

Risk Mitigation:
- Collaborate with a programmer (if I can't do it myself.)
- Find specific examples in 2D games where similar pacing is used and examine how and why exactly it works.
- Create a very basic prototype to determine whether these mechanics alone work well even without the atmosphere.
- Storyboard intro sequence ideas, have backs up ideas to convey story that involves little animation (e.g. dialogue boxes such as those used in Year Walk, or the illustrated sequences used in Clock Tower).

I've also created a scale of Horror Simulation Vs Horror Wrapping games in order to illustrate where my game would ideally be on the scale:


I've also created a one sheet/concept overview document for the game.  Next semester I think I'll create a basic Game Design Document too however I don't want to get bogged down in documentation as this is a very art direction orientated project therefore I won't be dedicating too much time to it.


My next steps are to create a paper prototype and create concept art.

Monday, 3 November 2014

Week 8 Sketch Dump

More tiny studies, 15 to 20 minutes each.  Starting to feel a bit more confident at blocking in shapes with my brush at 100 percent flow and opacity (which means I'm finally starting to focus on the big picture in my environments rather than getting lost in the details!) just need to keep practicing.  Didn't get as much environment practice in this week as I'd have liked.


Really pleased with how the second bottom right and top right one turned out.  The exaggerated curves were the product of rushing to get the figure finished in the 2 minutes I allowed myself but I really like the relationship between the curved and straight line work in those figure drawings in particular.

Completely messed up the right drawing with the massively long right arm so gave up half way through.



Tried to experiment more with style on the left drawing here.  Was going for sort of comic style line work but the proportions just look really messy and the lines are almost too clean.  Definitely prefer working in a more sketchy style, though finding the right balance between the two is proving tricky.