Victor, cont.: Just start filling the blank canvas with random shapes and lines that keep spurring your imagination. (Fourburg thumbnails concept art by Victor Becker) At this stage, we made a row of houses and took a step back and asked ourselves if this was too much or too little detail and made adjustments accordingly. Next, we drew details on top of a screenshot, adding wonky windows, cute doors, and pipes twisted around the structure which we would then continue on to sculpt. So what did we do with that freedom? Well, we sculpted a simple clay block representing a bare house. A blank page is scary, but it’s also complete freedom. Victor: As my dad always says, “start loose and finish it razor sharp!” At the beginning of a project, there is only imagination no objects, no light, no nothing. Though the shadows have deepened, there are many similarities, such as the warm glow of the lights, the street lamps, and the eerie way the buildings seem to press in towards you. When exploring Two Town in-game, you can see how the concept art evolved into what the game ended up being. Instead, it focuses on capturing the overall mood of the location with different balances between colour, light, and shapes. While it may lack the minute details that you’d expect to see in the game world, those aren’t as important early on. The above piece showcases Two Town in an impressionist style. Concept art is a wonderful way to iterate on different moods and styles a game can take. Once the overall tone was established, the team began to focus on each character and location to make them more unique. (Concept art for Two Town by Leo Brynielsson) Therefore, we decided to give the whole world a painterly, colourful, and flowing look, working with a few select sets of materials: clay, metal, and wood! If something was supposed to look like another material, it would have to be as if a giant artist had come and tried to mimic that material in one of these materials. Victor, cont.: We wanted the fairytale of Lost in Random to feel tangible, dark, and strange. (Odd, Troubadour, and Ooma sculpted concepts by Victor Becker) From then on, the art style started to settle into an analog look, with lines alive like in a painting’s and little thumbprints left on buildings after the giant sculptor who made them. His characters looked like miniatures sculpted out of wood or made of textiles and it was a perfect fit!īy this time, Klaus had basically forced me to avoid digital painting to mostly draw with pen and paper since he felt that that’s where my style really started to come alive. Eventually, we stumbled upon 3D character artist Borislav Kechashki who we found had perfected a hand-crafted look. Victor, cont.: For the polished claymation feel, we studied the materials of Laika Studios’s work and sculpted with clay ourselves. (Even’s home and house props concept art by Victor Becker) Variation of tangible rather than digital mediums brings out the best of any artist! It inspired us, to say the least, but most importantly his work made us think beyond classic fantasy, so we went to explore different mediums and materials such as clay sculptures, paints, and pencil drawing. Years ago, Klaus Lyngeled (Head of Development at Zoink) introduced a tiny team of developers to the art of Shaun Tan, a painter who perfectly captures the twisted look of a fairytale. Victor: Well hello there! Let me tell you the story of our visual creative process-and why don’t we start from the very beginning: In fact, many of the original pieces of concept art were done with paper and ink to really hone in on that style. Much of the concept art has a near-monochromatic, 2D style that captures the grim world of a dark fairytale, much like what you might expect from classics in the genre or while reading a picture book. Early in the game’s development, the team experimented with different themes they wanted to explore in the story and style. ( Lost in Random illustration by Alfredo Cáceres)įrom gothic towers to strange and decrepit creatures, Lost in Random has a bit of everything in it. After all, every good fairytale has a bit of darkness in it, and that’s something that was integral for the team at Zoink to capture in Lost in Random. When we think of our favourite classic tales, there’s always a mix of wonder and terror. A well-crafted score, the perfectly tuned sound effects, a quirky narrator, and more all go into it, but just as much can be said for finding the right look. In our last blog, we delved deep into what makes a fairytale sound just right. THE ART OF RANDOM A picturesque fairytale. Story Characters Gameplay Overview PC System Requirements Cards System Media News Story Characters Gameplay Overview PC System Requirements Cards System Media News
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