Saturday, 24 March 2012

Stylistic Research

While I’m constructing a game at heart, I wanted to focus largely on creating a very strong style that is recognisable as I am actually specialising in 2D artwork. I looked at two games that achieved this task successfully:

Outland

Outland is an Xbox Live Arcade title where you play as a man guided  by visions of an ancient hero who had mastered the power of light and dark to seal away two warring sisters. The gameplay itself is akin to that which I want my game to create with platforming, dodging and occasional battle taking place across 2D environments.

The Visual style is exceptional, with the character, platforms and creatures themselves being largely just a black figures, that as the game progresses get influenced by either blue or red lines that form intricate designs. These designs are like ancient drawings or patterns but also on close inspection form things like belt buckles and trouser detail of the protagonist.

The backgrounds are another area where this game’s visual style shines through. Actually constructed from flowing silhouettes layered atop each other, the background colour slowly pulsates and changes, affecting the basic silhouettes. The way they are layered and how they scroll through with the player works – and because of the simple base and focus around colours, it means that much contrasted moods can be created just by a simple hot/ cold switch.

Playing this has made me consider actions like Wall Jumping being included in the game in addition to the types of adversity the player might face – in addition to of course using simple silhouetted shapes as an integral part of the style.




Bastion



This was very much down the other end of the spectrum as far as style was concerned – but not meaning it wasn’t as equally pleasing aesthetically as Outland. In Bastion you play as a character dubbed ‘The Kid’ by the narrator as he traverses various areas of the world that have been ruined by an event known as ‘The Calamity’.  The gameplay is an isometric action game with no platforming (so did not hold any research purpose as far as that was concerned) but one of the things that I wanted to look at was the visual style. Bastion is a vibrant game that is crystal clear but yet has a hand painted look to it. The world is constructed from a number of destroyable pots, caravans, boxes and walls – all of which are very well coloured. But one thing I noticed from the game was the heavy reuse of gaming assets but with slight hue changes and rotations. However in saying this, it took looking at the game from the design perspective to notice this, making me mentally note that this is a technique I could implement in my game should I want to quickly construct levels. However unlike bastion which has a faux 3D isometric view which it would be easy to do this, a sidescroller would be a little harder – especially if I tried the hand painted look.




Extra

Bunny My Honey (Yes…A children’s picture book…)

Because of the narrative of my idea in that you play as a girl moving through books, I tried to think of ways to make that more interesting, fun and vibrant – finally coming to the idea of looking at children’s picture books as inspiration, as they tell their stories largely though the visuals. Searching for different picture books lead to loads of different styles but one I settled on for how I envisioned the Tortoise and the Hare level colours would look was Anita Jeram’s: ‘’Bunny My Honey’’.



After looking at all of these visual materials, I created a simple mock screenshot of how the game could look:

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