Adventure/Zork research
Sunday, 27 November 2011
Composistion
Castlevania: Symphony of the night
I was suprised to notice the composistion for this image was of the golden section. The main focus of the image on the right of Alucard and the 2 main side characters - Dracula more of a antagonist
This then curls around left to the owl, going back down to the rose and a smalled inage of one of the other character, not as frequently seen in the game.
Golden Sun box art
The composistion for this piece is a simple diamond shape, the characters fit almost perfectly in the diamond; the lighting on this goes from daker on the top to lighter at the bottom, seperating the two halves as well.
Final Fantasy XII
I boiled down the composistion for this to be an 'L' formation one, the overhead arch way and the right wall appear to be framing the rest of the piece, as these areas also have a considerable lack of detail compared to the rest of the image. The 'L' composistion emphasises the area it is framing.
Saturday, 26 November 2011
Light
Reflection
This is where the light bounces of the object, in another direction.
Refraction
The light goes through the object but is redirected, this also dissipates the light somewhat.
Light's colours
White light is actually the entire pallete range of colours into one, the colour of objects is actually only seen due to object absorbing the colour it actually is.
For example shining a white light on a blue object, all other colours would bounce off of it (Red, Green, etc) but absorb the blue light; letting the human eye percieve it as blue; the same applies if it were a red object.
Also, red light is the one colour that reaches the furthest; which is why the sky appears red as the sun sets.
Black however is the exception and absorbs all light colours.
Shading
Light intensty
Intensity of the light affects the intensity of the cast shadow, softer lighting creates a gentle appearance on the object, whereas harsher lighting creates more dramatic shading, also lessening the colour of the object.
Distance from source of light
The distance dircectly affects the intensity on the object, fairly basic- the further away the source of light the light the shadow cast. The angle also affects the shadows cast, using the sun as an example- the sun high in the sky casts a small very central shadow on the object; later in the day the sun is lower down; the shadow is now almost twice the size and a more stretched version of the original object.
dynamic occlusion
indirect lighting
Silent Hill 3 nurse, Masahiro Ito
Considering how dark the shading is, the surrounding area would be particularly dark; accentuating the harshness of the light on the nurse, also the fact that her skin has a shine to it also shows how harsh the light is. The lighting on her is very central infront of her; the shadow casted from the gun she is holding is nearly black.
Devil May Cry 3 concept art
As opposed to the Silent Hill nurse, the lighting is coming from behind and slightly above; making the front darker. This lighting frames him and the red of his jacket makes the moons light appear a much cooler shade. Lighting from behind a character gives them a menacing appearance; the rain refracts the moons light, lightening his front slightly; letting more detail become visible.
Fragile Dreams, shopping mall environment
Lighting for environments I find most interesting as a multitude of light sources can be used in the one image to create the whole style and feel of the environment.
In this case there is only natural lighting is coming from above the building which is only shining through the windows; the further distance however shows the only detail being the wall windows light flowing through making that part of the building seem wider open and almost dauting to go near.
The overhead lighting makes this whole scene feel cold, theres no minimal tones to the image; it is an intentionally cold piece; although the light in the forground accentuates the overgrowth, making it feel more welcoming in the forground part of the environment.
Sub-Antagonist design
Ideas for one of Nyx's children, Hypnos - Sleep
-signifying flower for hypnos being the poppy; Hypnos is Nyx's son in Greek mythology- he is said to sleep in a cave where no light can reach.
Hypnos being the cause of everything falling into a deep slumber- however because of this, he was awoken to do so. My aim with Hypnos is to appear serene, but to disturb his sleep will result in chaos.
Originally looked at him being a sloth, but it seemed too obvious. The lower half of the page is mainly focused on a more human appearance with a cuccoon like shape for his bottom half; vines coiled around him and laying in poppy petals, emphasising that he is sleep and that he doesnt move much at all.
He physique was made to be very weedy; considering he is being cradled, I wanted Hypos to be not so much a lazy antagonist, but more of a "dont want to dirty my own hands" sort of enemy.
So in this case possibly vines are controlled by him as a weapon?
Concept art
Further deatailed ideas drawn from the silhouettes.
Messing around with potential flame colours for Freedom.
Finalized turnaround of Freedom, the silhouettes with the bulky bottom halves of the legs and arms really appealed to me and also made him look less dainty.
Concept art of a few of the main characters and Nyx: the antagonist in the background.
This was before settling on Freedoms colour scheme.
Freedom sitting by river bank, Used brush pens to help with how and where lighting and shading would sit, as it had dawned on me after our lecture on Lighting is that Freedom is a lightsource; so he wouldnt be able to cast a shadow.
Colour testing of Freedom casting light around him, along with colour palette for the open areas.
Finalised concept art of Hypnos - one of the antagonists, Interior of Hypnos' cave - interiror lines with vines and poppies, Freedom watching one of his betheren struggling against the vines.
May add more to this later on
Wednesday, 9 November 2011
Side characters: Fragments of Phoenix concepts
Along with Freedom, there are other fragments of the Phoenix. I'm still going over the amount of fragments that the main character finds, but for the length of the project I will focus on the ones that are integral to the plot.
Some ideas for possible fragments.
using animals for their shapes: Dog, Squirrel, Stingray, stylized for of Sea lion, Griffon, Jester shape, Horse, Snake.
Only the dog and snake have a name in mind. Their names representing what fragment they are when the world was created. Dog: Loyalty, Snake: Rebirth.
Some ideas for possible fragments.
using animals for their shapes: Dog, Squirrel, Stingray, stylized for of Sea lion, Griffon, Jester shape, Horse, Snake.
Only the dog and snake have a name in mind. Their names representing what fragment they are when the world was created. Dog: Loyalty, Snake: Rebirth.
Environment sketches
Rough sketches of some focued areas of the world of my game concept.
Raised the contrast of this, to get better detail. More designs of wide expanses is going to be a focus for my game.
Native village concept.
Just an idea that I was juggling around, which will most likely not progress much further than this as the main character would have minimal contact with any populated looking areas, considering everything is sleeping.
Entrance of cave, inside the cave perspective.
Raised the contrast of this, to get better detail. More designs of wide expanses is going to be a focus for my game.
Native village concept.
Just an idea that I was juggling around, which will most likely not progress much further than this as the main character would have minimal contact with any populated looking areas, considering everything is sleeping.
Top: mountain/ hill range, less flat environment and showing water sources.
Middle: inside of willow tree forest. Going into further detail from the zoomed out image, second down. Will do some more concepts of this area once I have intergrated it into the plot and also is a interesting change from wide open areas.
Research into willow tree will be done fore this.
Bottom: Cliff range, this page of images is just basically showing the diversity that I want my world to have.
Silhouette sketches
I managed to get 50 silhouettes done overall for the main character, which I found greatly helpful towards finalising how I want my character to look like and made me realise how much I could make better from the inital concept of him.
I didn't do the full 100 silhouettes as from the first 50 it gave me a concept in mind of how I wanted the main characters to look like and I felt that by doing a further 50 it may mess around with what I had in mind.
That and I was severely running short on styles of fire to draw out, and the figure was staying essentially the same; with that in mind the last page of silhouettes I drew out is definately going to be reffered to for the progression of my character.
I didn't do the full 100 silhouettes as from the first 50 it gave me a concept in mind of how I wanted the main characters to look like and I felt that by doing a further 50 it may mess around with what I had in mind.
That and I was severely running short on styles of fire to draw out, and the figure was staying essentially the same; with that in mind the last page of silhouettes I drew out is definately going to be reffered to for the progression of my character.
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