Creating graphics
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Me being somewhat experienced in drawing, decided to take on some of that work. This also suited me quite well, since I had a hard time filling my 20 hours with actual producer tasks. I decided together with the artists that I would start working on some of the obstacles and details of the game world. Despite being quite familiar with drawing, I am not really used to drawing digitally on a computer. I also lacked some useful tools like a drawing tablet, but I did as best I could with what I had. Luckily, I was quite experienced with Photoshop from photo editing, so that helped me a lot. What I decided to make was initially a wagon that would either act as a nice detail in the background or foreground, or as an actual obstacle in the level. I used quite desaturated colours when drawing the wagon, since that would fit the rest of the art style. When I was done drawing the wagon I used I quite discrete Photoshop filter to hide some of my flaws in drawing, and soften out the shadows. Bear in mind that I am not an actual graphic artist. After finishing the wagon, and still having time on my hands I proceeded to create both a house and some rocks that could be implemented in the game if our lead artist should approve. The process of creating these were the same as for the wagon. When I started making these objects we weren’t really sure what they were going to be used for. It was more a question of creating details that would break up the repetitiveness of the level and help telling the story. As of right now the rocks and the wagon are used in the scenery for the main menu.
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During this past week, I have been helping out with the artwork for our game. The reason I did this, despite having the role of producer, was to take some of the work of the shoulders of the graphic artists in the team. They currently have a lot of tasks on their plate right now, and we may be in over our heads with our initial ambitions. The main reason behind this is that the art does not really keep the same pace as the coding of the game, so ultimately the artist has a lot of placeholders to replace in a short time.