The Summoning 06

This is the last time that I will write this blog before Gotland Game Conference. This is also the part where I will write about the textures in the game.

For our game, The Summoning, the art style is kind of special. I have mentioned this before in previous posts. So, because the style is like ink on parchment paper the color needed to be minimalistic.

As the lead artist and communication with the producer it was decided to have color only the characters and the assets that you could interact with. This would make them stand out in the game and it would be easier to spot them in the level. This would also make it easy to see what is “good” and “evil”. The human in the game has a blue color scheme. This color represent purity and cleanliness in traditional Japanese culture.

The demon’s minions and buildings has a red colorsheme due to the red “oni” in Japanese culture that represent greediness. I thought the red oni was fitting because in the game the demon wants to take over the world and rule it by itself.

Because of the minimalistic colorscheme that is already there I decided to only use two colors for each character. I chose complementary colors so that the dominat color would pop out more, in this case the blue and the red.

When I started texturing the human it sort of was an easy process I thought. Of course I had to test it in Unity with the other textures to see that it would fit in. I wanted to get the texture so it would look like a paper texture and not with such a strong saturation. I tried to get the look like it was watercolor like the old Japanese woodprints that we took inspiration from. After some tries in the texturing program I took the artistic decision to have it like it was from the beginning (with some alterations of course). I think that it would make everything pop more than just have it like most of the rest in the game. This made the game not look so boring and lifeless as well.blog06_2_1.png

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With the big minon, the one that is more slow but more strong, I started to make the skin with the red colorscheme and the clothes/tusks/beard with the dark green (that is the complementary color), and then exported it into Unity to see how it looked. What I noticed was that with the camera angle that we have, you couldn’t see where the head started from the body. So I tried to make the head a lighter shade of red but that didn’t work either. So after a while thinking and trying I decided to serach for “oni mask” on google. There I came up with the idea to make like a mask on the minion. So I didn’t stick to my complementary colors because I made the mask grey/white. But this did not only make the head distinct from the body, it made the minion look different from the smaller minion that we had.

For the small minion, that there are many of and easier to kill, the red for the head did not make the whole minion look like a blob. I think it’s because of the camera angle and the size of them. The small ones did not get the white just to make them not look as threating.

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For the buildings they didn’t have the extensive texturing as the characters, this was because they would feel more like the other environment more than the characters who feel more alive. Oh well, except for the Realm Gate, the place in the end where you would summon the demon, because that place is more important and will be shown on the map throughout the game.

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About Louise Fändriks

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