![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-e0ihjYkFHJW_WITD5So5CNDO2QHX3n0eHiZ_3jm_WHgj-yGEnwagYENnade3e_HC08UK0VG0YXYlyE7M5q2Fl6Gz-O9CvcnZTf1x-_U9QAz1-CEL16khg0TVON08CVwnzMAz_o_1U4k/s1600/illustrative_scene_v5.jpg)
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.
- 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.
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.
No comments:
Post a Comment