- Initial Group Meeting (3 hrs)
- Character/Environment Art Sketches (4 hrs)
- Digital Character Design/Style Test Art (3 hrs)
Total hours: 10 hours
What Went Well?
Overall, everything is going well. The meeting successfully lead to a lot of productive conversation regarding general design and getting everyone on the same page in terms of project direction. Character design was interesting, trying to balance Egyptian authenticity with making each unit visibly distinct. There were multiple changes to the individual outfits until I settled on each one. The final digital renderings of the units were able to pull double duty for both demonstrating the different designs and showing a few aesthetics the team could pursue.
What Could Have Gone Better?
There weren’t many issues for this week, but a concrete art aesthetic should be established before the artists move further. Luckily, both I and the environmental concept artist (Meagan) followed similar directions after viewing the reference material provided by team lead (Jeff).
The team also needs to establish priority in terms of art assets. While jumping into concept art was the correct decision, we should try and understand what assets are critical and must be created first versus the assets that can wait for additional development next term or can be made with less polish and detail.
- Helping create the GDD
- Making aesthetic choices for the game (art style, color palette, etc.)
- Additional concept art (maybe)
- Rough asset development