So...what is the art style for our game?...Well, lets figure that out! What we hope to do here is take a simple spot in one of our levels and develop some different styles and see what fits best. We welcome feedback and even art submissions!
Our first image is taken from the Houses level, it's a picture of an alley and some surrounding buildings. In the alley there is a trap floor (when open you can fall in and die).
Key Areas
- The side of the building / large boxes
- Light areas vs dark areas (need high contrast to bring out the bounty colors)
Setting Details
- Komodotech Housing Unit (the augmented humans team)
- Komodotech is trying to find value in low income / class humans so to ensure financial solvency think gulag / boot camp type housing.
- The housing is in a very dangerous place and is not safe...at all...
Our first image is taken from the Houses level, it's a picture of an alley and some surrounding buildings. In the alley there is a trap floor (when open you can fall in and die).
Key Areas
- The side of the building / large boxes
- Light areas vs dark areas (need high contrast to bring out the bounty colors)
Setting Details
- Komodotech Housing Unit (the augmented humans team)
- Komodotech is trying to find value in low income / class humans so to ensure financial solvency think gulag / boot camp type housing.
- The housing is in a very dangerous place and is not safe...at all...
Last edited by IanLaBrie on Fri Dec 21, 2012 12:46 am; edited 2 times in total