Character Overview
June 16, 2010
This sheet shows all the characters a player can find within our game. It show a clear style and a division between the infected zombies and the human soldiers and the alien spaceships.
In Game View
June 16, 2010
Here’s an indication on how we want the final game to look with of the game’s characters in field.
GameWorld
June 16, 2010
The world is divided into certain areas, the human uninfected area and the infected zombie area. In the human area the trees are green and everything is well. The infected area consists of dead trees and everything spooky.
Characters, Style and Scaling Inspiration
June 16, 2010
The main source of inspiration for the way we designed our characters and the style of everything visual in our game is perfectly captured in this picture. We as a team are great fans of southpark. Even the way we wanted our game’s characters to stand out from the background is captured greatly in this picture.
From the beginning we wanted to make a game in the style of cartoons. The vector based characters and landscapes were really appealing to us, meaning that we liked the style a lot. However we did try to make everything in our game somewhat more dramatic and spooky.
Also the scaling we adapted in our game gets captured great by this picture. The big heads and not overly complicated styles of the characters body’s fitted perfectly with our vision of what we wanted to accomplish visually with our game.
Depth Inspiration
June 16, 2010
We researched renaissance paintings, especially those of landscapes, on the web and on how we were best to percieve depth withing our 2D gameworld. The way the colors change the closer they get to the horizon is where we needed some guidence. These renaissance landscape paintings provided us with the proper inspiration on how to continue with our level designs. Also the use of saturation in colors in these paintings is where we got some inspiration.
Dusky Sky Inspiration
June 16, 2010
We decided that to add suspense to our game visually we needed to create a dramatic looking skyline. After talking about it for some time and doing some visual research on the web we decided that a skyline at dusk would best represent what we were going for.
GameWorld Visuals
April 6, 2010
Graphic design influences and inspirations
April 6, 2010
On this website there are a lot of graphic designs that we find beautiful and were we get a lot
of inspiration from.
Animations
April 6, 2010
Eric’s animation of a cow:
http://stap.iam.hva.nl/~Schind05/GD/CowAnimation.swf
Ayko’s animation of a walking zombie: