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Art Bible
- 1 - Technical Guidelines
- 2 - Camera
- 2.1 - POV
- 2.2 - Prespective
- 2.3 - Character Position
- 2.4 - Transition
- 3 - UI
- 4 - Art Style
- 5 - L.O.D (Level of Detail)
- 6 - Color Palette
- 7 - Map
In this section will be stated which are the rules and production of our art for the members of the team.
All the art assets that are going to be used on this project have to be exported in .png image format. And for other purposes, any other format can be used such as .jpg, etc. It depends on which one is the most suitable for the web to which it is intended to be used on.
A list of the software used for the development of the art assets:
- Photoshop:
Mainly used on the production of Moodboards, Schemes.

- Aseprite:
Principally used for making or modifying sprites.

- Tiled:
We will use it for the creation of the game map.

The camera is always centered to the player.
The perspective is a top down where you see the player from the side.
The character is centered in the middle of the screen.
The transitions is a simple fade to black when changing between floors and hub.
We just want a simple UI were you can see and find the resources of the player, those of that run, like the HP or abilities, or the external ones, the souls to unlock the multiple abilities.
The graphic style of our game is based on dark fantasy pixelart. The assets we will use on this project are from itch.io or made by us. Our team choose this style because we strongly believe that is the one which suits the best with the game's narrative.
By taking into consideration the resources and time our project has, our intention is to achieve a great level of detail without overloading the player, in order to do that we will provide the player with an exciting and pleasant play trough with the minimum number of details possible. The few details that will remain will have the purpose of retaining the player inside the magic circle and make the player feel that the level is alive.
By keeping that statement in mind, we want our player to focus on the game instead of focusing on unnecessary elements that could distract his attention.Our game have dark color Palette, we use a dark brown, dark red, black and dark grey.
The map art is still in progress, as it generates procedurally during the game. The room designs will be designed and drawn during the development.