Though I’ve already done a bit of art for the game, I’ve honestly been fluffing about this one for quite some time. I didn’t have a definitive look and feel so i’m setting one up now.
I had been discussing with B about how to really get into terms with this. I think my main problem, which includes the art I’ve already made, is that the inspiration came from simply an attraction to a particular artwork (in this case Gray Shuko), but had nothing to do with the theme or the feel of the game itself as I want to depict it.
This is 2400 AD:
Playing it when I was but a babe, I can summarise the overall feeling in several points.
Bright neon lights
Dirty and clean contrasts
Feeling of unease in the environment
Note that while certain feelings are not readily expressible from a lookdev perspective, it helped to focus on the overall emotion/feeling I was having when I played the game, because that is the sort of thing that motivated me to develop CITIZEN. Perhaps what seems unrelated might actually be useful when the time comes. Who knows?
As B pointed out, the darkness comes from the black background, and the ‘neon’ probably comes from the magenta-coloured gui frames.
The ‘clean’ is obvious, because the graphics are simple. But I think I there was a ‘dirtiness’ in line with what was going on as a game, so that there are those contrasting elements, especially when going from one area to another (eg entering a room from exterior).
The feeling of unease is harder to track down, and I think that’s more of a gameplay issue, at least from how it looks like right now. I think however, that it will also inform other design aspects, like how the robots will look like, and perhaps even how sound, or the writing is done.
With those 4 points guiding me I scoured for anything in the web for indicators that may give me an idea how to hammer home those things. The thing was, I didn’t necessarily look for the most beautiful images, because I knew that beautiful images were stuffing up my efforts to have an actual theme to the game.
Good examples and why
In respect to the Good Examples shown above, the most use of lighting was the picture of The Last Night which features area lighting, where one portion of the screen will affect a surface’s diffuse colour. This is fine as long as no shadows are implicitly cast (ie by use of explicit harsh lighting).
Note that even when neons were used in the abovementioned image, the overall effect was still diffused; as it is pixel art, there’s an acceptance of these compromises. The artwork that I have to develop should also have the same acceptability using those compromises.
The image shown on the right is probably the kind of character proportions/shape that I want. This means it is realistically proportioned, but not particularly realistically shaped or accurate.
Bad examples (to avoid)
Knowledgebase for creating a Construct 2 isometric game.