One of the most difficult part of designing a game (at least for me), is trying to herd the giant cloud of BIG IDEAS floating around above your head into a manageable, recognizable ideas. Lizard City is finally starting to make that transition; from whispy, ethereal dreams to concrete aesthetics and level designs. BUT-- in order to get from A t B, there's a lot of scrappy scribbles that barely make any sense to anyone. Today's post features some of those scribbles.
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Check out this process video of some concept art! It shows that when I start a drawing I have no idea where it's gonna end up half the time. But hopefully it will still give you insight into how I come up with a finish concept piece. ALSO-- you'll notice there is original Lizard City music on these videos by Ryan Gadd! |
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