Map Concept Ideas

Idea 1:

background concept 1 alt

For my First background/map idea I made this very grey, dark look, with trees in the back that slowly get darker with an ombre effect in the middle of the four layers. I wan’t my game to be based in a snowy landscape, and this design doesn’t show any sign of that so an alternate one that includes snow is needed.

Idea 2:

background concept 1 alt snow

For an alteration of the design i took away all of the grey tones and made it look more like a blank colouring book. Although the rest of the map is uncoloured, i kept the water a light icy blue so it was obvious of what it is and didn’t blend into the rest of the image. This design is pretty hard on the eyes, especially the background, although one thing i like white floor that looks like snow and the lighter colour of the water the gives a colder look.

 

Final Map Concept:

background concept 1 alt another snowHere i have the final style i want my game to look like. I incorporated aspects from the first and second designs, I kept the grey toned background of trees from the first one but incorporated the white and icy blue from the second one and white snow floor. What i added differently on this design is snow-topped obstacles.

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Platformer Game Research List Links

Mario:

https://kcimgdtallulahriou.wordpress.com/2017/09/22/retro-videogames-pt2/

Night in the woods:

https://kcimgdtallulahriou.wordpress.com/2017/10/02/game-play-styles-adventure-including-night-in-the-woods/

Apotheon:

https://wordpress.com/post/kcimgdtallulahriou.wordpress.com/3151

Limbo:

https://wordpress.com/post/kcimgdtallulahriou.wordpress.com/3282

A Walk in the Dark:

https://wordpress.com/view/kcimgdtallulahriou.wordpress.com

‘A Walk in the Dark’ Platformer game research

This action platformer game was made in 2013, the player plays as an agile cat traveling through a dangerous path.
The game A Walk in the Dark uses lots of dangerous obstacles every which way, like razer blades, spikes, and more. There are also creature enemies such as spiders and porcupines – just to name a few.
A walk in the Dark uses a pure black, no shading or gradient, for the forefront and interactive aspects of the game play, while the background uses lots of colour. The game has many backgrounds, from forest scenes to mechanical themes filled with cogs. It also uses a variety of colours, like icy, light blues of various shades to sharp, bright greens, as well as some glowing, fiery oranges.
Other than the backgrounds, the game has a fairly simplistic design on the black floor, ceiling, obstacles/enemies, and character design. I think matching the colourful and detailed backgrounds with a more minimalist style of design is really pleasing to the eye.
The game has detailed background but the main focus for the player is the jet black platforms. Doing something like this is something i want to take into consideration when i work on the main map concept art and design.
Links:

5 well-designed apps:

Example 1:

 Monument Valley

 This gorgeous indie puzzle game by the company Ustwo Games was first released in 2014, it was named “Apples best Ipad game of 2014” and won “Apple Design Award” in the same year it was released.
This game is visually beautiful and colourful , with a serene feel to it. The colour scheme is influenced by the time in the game, the gradient sky can use blues and teals in the day themed moments or if it’s night then a dark purple-blue.

Example 2:

Angry Birds

Image result for angry birds

Angry Birds was first released by the company Rovio Entertainment in December 2009. What I am going to focus on with this app isn’t necessarily just the game play itself but more so its global success, as the original was made the most downloaded freemium game series of all time by July 2015 with over billion downloads.

This game profited greatly since its release, becoming a well-known and household name world wide. It not only made success in the game business, but branched out all over, in film & TV, books & comics, toys, theme park rides, and even beverages.
Angry Birds didn’t just stay simply as just one app but gained various spinoffs, with at least 16 games in the series.

The game itself – at least going off the original – is fairly simple; the player uses the birds to knock down the pigs who stole their eggs. The game uses lots of bright, bold colours all throughout the game, from the background designs to the characters themselves.

 

Example 3:

Animal Crossing

 

 

 

Example 4:

 

 

 

Example 5:

 

 

3 poorly designed apps:

 

Example 1:

 

Example 2:

 

Example 3:

 

 

Logo Design

Logo’s are a key aspect to have a successful business or product, having a recognisable logo is just as important as a household name. For a logo to be effective, the artist(s) creating it would need to be aware of certain techniques relating to the structure of the piece. The techniques are the Golden Ratio, Rule of Thirds, Colour Theory, and (…).

Famous logos that most are able to easily recognise would include:

Apple:
Image result for apple logo

McDonald:

Image result for mcdonalds logo

 

 

Colour Theory

Colour Theory in logo design is relevant to the target audience of the brand. Colours can express emotions and characteristics, so using the right colour can alter how one views the brand – even in just the smallest, seemingly insignificant way.

For children, bold, bright, and fun colours – like striking reds, or vivid yellows.
Red represents intense emotions like energy and power.
Yellow represents happiness, sunshine, and friendship.

For an older target audience, using more classic muted colours would be most fitting, like dusty blues, and subdued greens. Banks and hospital also use blues and greens in their colour scheme.
Blue in Colour Theory is considered to show wisdom, calmness, and trust.
Green is considered to show safety, harmony, and health.

For nature related brand, earthy and green colours should be used. Like greens, browns, and yellows.
As stated before, green shows growth, health, and nature; and yellow shows sunshine, energy, and optimism.
Brown is shown to signify earth, dependability, and steadfastness.

Golden Ratio and Rule of Thirds

The Golden Ratio and Rule of Thirds are the terminologies of two very important types of techniques that are used art world, including photography and logo design. Golden Ratio and Rule of Thirds are used to draw the viewers eyes to certain points and to create structure in a photograph or design.

Golden Ratio
Image result for golden ratioImage result for golden ratio

The Golden Ration is a spiralling shell-like pattern

 

Rule of Thirds

Image result for rule of thirds

The Rule of Thirds is a grid of four lines and nine boxes on the surface of the image used
The focus point is where the lines on the grid meet, there are four places that these points meet. Those four places are highlighted in red in the picture above.

Platformer Game Research: Limbo

Limbo Box Art.jpg

This 2-D platformer puzzle game made by the indie studio Playdead was published in 21 July 2010. This indie game took the game industry by storm, it sold over 300,00 copies within a month of its release and both nominated for, won many awards such as “Best Downloadable Game” from GameSpot, “Best Visual Art” at the Game Developers Choice Awards.

https://upload.wikimedia.org/wikipedia/en/0/03/LimboGame1.jpg

Limbo has a dark, and eerie black and white tonal colour scheme. The visuals the game incorporates it is often compared to the art styles Film Noir and German expressionism. The darkness in the game throws the player into a and hides dangers from the player – which only adds to the fear that this visual style holds.

The audio within the game has great importance, and Limbo uses it perfectly to its advantage to build up a scarier atmosphere for the player and they maneuver through the danger filled map. Limbo is highly praised for their audio, and even won the “Sound” award in 2010 from Indiecade. The game doesn’t have a tradition soundtrack, but more so relying on the noises from the environment to create the feelings and atmosphere for the player.

Related image

Related image

This game holds elements that i wish to incorporate into my own, the black and white tones and the eeriness of what shadows and darkness can hold.
In Limbo there are many individual threats – the giant spider as an example – but in my game i want there to be primarily just The Dark, an ever lurking omnipresent threat with only short lived escape from.

 

Links:

Wikipedia page: https://en.wikipedia.org/wiki/Limbo_(video_game)

Official site: http://www.playdead.com/games/limbo/

Steam page: http://store.steampowered.com/app/48000/LIMBO/

Establishing Shots

Depending on the film and the genre its in, the style and aesthetic of an establishing shot would vary.

Here are two examples of film and TV using establishing shots:

 

 

 

The TV show ‘Gotham’ uses lots of dark and grim themes in their establishing shots, a theme that matches with the story of the show, but it’s busy with the light of the towering and foreboding city buildings. The night scenes incorporates dark shades of blues, so as to add to the dreary looks.

 

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These two examples have very similar colour schemes and looks within their establishing shot but the feeling each give off the the viewer is very opposite. Gotham uses a depressive, and foreboding. Where as, the Harry Potter establishing shot encompasses a feeling of wonder and excitement(*).
There’s a feeling of ‘i want to avoid most places in this city’ and ‘i want to explore every part of this castle’.