Sunday, 4 December 2011

Weekend Artwork Update

Just a quick post to say that I've started sketching Michael, Rob and Peter for selectable character drivers in my game.  I'm pretty sure I'm gonna make a generic Box of Neutrals playable team racecar, then allow the player to select which host he wants to put in it. It depends how well the artwork is received I guess!

I've also sketched a Circuit Du Peter McGinley by tracing a complete track over the Kolouring Kompetition template as best I could. Although I want to try and keep it as close to the original silhouette as possible, for a functional circuit I've had to miss a few parts out and use some creativity to map out the facial features and other detail by using features such as trees, buildings and lakes. I'm quite pleased with the result. However, looking at it, I think it's overly realistic and not comical enough. The other issue is I'm still not convinced that a top-down view will allow me enough scope when it comes to the cartoon design. I came across a Flash game online today that uses the two and a half dimension perspective in a racing game quite well...

Choosing this camera angle would pose a risk, as it will make producing the track art assets much more time-consuming yet make little (if any) difference to the actual gameplay. I'm not too sure if I should shift my attention away too much from the mechanics in favour of better visual aesthetics. Certainly not at this stage anyway.

I'll get the drawings scanned in at uni on Monday and post them on the blog straight after.

1 comment:

  1. my advice, as you know it would be, would be to get the mechanics completely locked down. You have the art skills to adapt to make the best of mechanics when they are in place.

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