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Illustrations, production designs and screenshots from the upcoming
game Pid. We are two artist working on the project. Im behind the
drawings, design, lighting and colouring. The other guy does all the 3D
and the effects.
The style is inspired by children book esthetics, and the goal is to
achieve a mixture of imaginative humour and depth. I´m trying to keep
a lot of colours in the dark values of the scenes. The designs are made
to be readable from a zoomed out platformer perspective. Thus the heavy
I hope you like the style!
Last edited by MightandDelight; September 23rd, 2012 at 01:50 PM.
ps.: please, sorry about my english
I've been following pid for a while, it looks amazing; What strategies have you and the team been using/trying to create such original and stylish designs(both gameplay wise and art)?! I loved the trailer that came out a while back, and feel like the game is just, beautiful, thought out and overall solid (as far as I've seen).
Thanks for posting!
Last edited by 2bitEDD; February 23rd, 2012 at 06:42 PM.
Morpho, thanks a bunch!
2bitEDD, thanks a lot for your kind words.
The foundation of the visual development in Pid has being focused
around a couple of emotional values. We simply started by defining
how we want the game to feel. The ambition has been to create a
mixture of playfulness and depth. Both visually and in how the game
plays. The actual concept world is very tightly connected to the
gameplay pacing. I have tried to choose themes that matches the
rhythm in the gameplay. Examples are in the slower more puzzle based
areas, the theme can be an attic or a cave. The more action packed
run and gun bits can be something like a city.
I find its often usefull to try to have a reason to use a certain theme.
A context that you focus on to legitimize and strengthen your concept
The overall theme builds on the sensation of being on an adventure.
We want the world to be as strange and new to the player as it is to
the protagonist. That is also the reason why Kurt (the main character)
is kept very simple and recognizable. Its the one point of the concept
that "makes sense". It is our hope that his situation in the story will
be emphasized by focusing on how he differs from the world.
The design of the objects and characters have their main influence in
toys. I want to harness the beautiful simplicity that older toys can
have. The sensation of understanding the design very quickly, by
deliberately showing the construction is something we find very
attractive. Its also an asset in a platformer since the readability of
the scenes are crucial to the gameplay.
You can take a look at my sketchbook, where Il be posting various
images from the production. They show more of the actuall design
2bitEDD, thanks a lot for your interest and your question. Hopefully we can post a more detailed breakdown of our process in creating the art and developing the concept. In the meantime I can say the theory behind the visual development process has been to relate and respond to the gameplay at all points. Let me give a few examples. We knew that the main character would be moving around quickly and make rapid turns etc - that dictated his design. The cap tells the player in what direction "Kurt" is facing, and the red boots makes for a stark contrast between the floor so that the exactness of the platforming jump gets boosted. The levels are created with the same method. If a level is slow in its gameplay, we have chosen a conceptual theme that matches that. Like an attic or a catacomb. Something constant. If the gameplay was unpredictable and hectic we have worked with themes such as cities or even opera house settings.
Anyway that's a quick attempt to share a bit of our dev process.
And here are some more pictures from the production. Some environment concepts and a thematic poster for the game. I hope it's interesting to see, even if they are mostly meant to be used in production and are not per definition "illustrations"
This is working very well, and has a strong professional feel to it- i can foresee great things to come out of it
I particularly enjoy the non-platformer feel, it feels more natural and works really well. Good job on the art side of things, lets hope it all comes together