Boleskine
Arcane
- Joined
- Sep 12, 2013
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Ben Chandler (artist on many/most of the Wadjet Eye developed/published AGS games) has resurrected his blog.
https://ben304.blogspot.com/2021/07/planning-project.html
https://ben304.blogspot.com/2021/07/the-shape-of-people.html
https://ben304.blogspot.com/2021/07/planning-project.html
Thursday, July 1, 2021
Planning a project
The beginning stages of any project are an interesting time for an artist, and in my experience usually involve a range of different things. Learning new software or skills, gathering reference material, doing little tests to prepare for what's to come, and reading through the documents to try and get an idea of the setting and characters - all important stuff, and slightly different each time.
Old Skies has had a few false starts for Dave and I. It began as an experiment in learning to work with 3D. Eventually we agreed that we weren't satisfied with our efforts, and decided to go back to 2D. This time, though, I wanted to try for a higher resolution and characters drawn with line art rather than pixels. I have never drawn characters in this style, but it's been in my mind for years to try. I felt that I was ready to learn something new.
I studied the work of comic book illustrators, trying to get a feel for the style and what sort of direction I wanted to go in. I went back to my anatomy books, in a fleeting but good-natured attempt at solidifying my knowledge there, and I learned a new piece of software called Krita. It's hard to find higher res animation software that I get along with. So far this is the best.
Then I jumped into the project, doing a test background and a couple of test characters. They looked good, and people liked them. My confidence was bolstered, and I jumped into production. Though it started well, I found myself regularly hindered by my workflows, both for environments and characters. The methods that I have relied on for years didn't work particularly well, and I found each scene a battle to finish. The character designs just didn't feel right. Most of them were okay, but they were missing something that I didn't have the visual vocabulary to define or fix.
Seeing everything in game, I was disheartened at how the characters looked moving around on screen. It just didn't feel right to me, and I figured a fair bit of tweaking and fixing was in order. Needless to say, after a call with Dave in which he mentioned that he wasn't happy with his script and wanted me to get back to work on Nighthawks while he sorted things out, I saw an opportunity to reflect and try to establish what went wrong.
Months later, and it's time to try again, and this time I think I have it. When Dave came back to me with a redesigned script, and told me that he was cutting all the characters that I had done animations for, I took this as my chance to start with a clean slate. Unburdened by the dead weight of that old work, I decided then to redo everything, even the locations that would be re-used, and I decided that I would take the month of June to study, experiment, and trial ideas.
My goal was to develop a workflow that could reliably produce consistent results in a style that felt cohesive and was manageable for a full game. I wanted to build a vertical slice this time, with characters walking around in a way that felt and looked right this time. I wanted to break painting backgrounds and drawing characters sprites down into a series of efficient, repeatable steps, something I was sorely lacking the first time around. I wanted to try different approaches to animation and see what worked, what looked bad, what took too long.
And now it's July, and I've had my month of study. I've painted scenery that got both Dave and I excited. I have characters walking around in a way that looks and feels so much better than before. I've tried characters with visual effects, built intricate background animations, and animated background characters that don't steal the player's attention. I've done subtle, careful animations with an excessive amount of frames and carefully drawn expressions, and I've done fun, snappy animations with smear frames and a careful approach to timing.
Most importantly, I have found a way to make something that fits both my vision and Dave's vision for this game. That unity of vision, for me, is the most important thing, and it's what we had been missing until now.
This will be my third attempt at making Old Skies. I haven't written on this blog for years, because I was very busy either trying to incorporate the things I'd written about here into my work, or learning things that I'm too inexperienced with to make them worth writing about. But I'm back in learning mode again, and there is much that I want to study. I hope you'll join me!
https://ben304.blogspot.com/2021/07/the-shape-of-people.html
Friday, July 2, 2021
The shape of people
One of the games I've been enjoying quite a bit lately and using as research on non-pixel 2D character designs is the lovely Griftlands. While it's in a very different style to our project, there's still a lot to be gained from looking at the character designs and seeing what makes them work so well.
One thing in particular that impressed me was the fact that despite these characters are all the same size, clad in similar apparel and often with similar colour schemes, I generally find it reasonably easy to recognize the different characters. Here's a few assorted folks from various screenshots I've taken:
I think one of the many things that makes these designs so successful for me personally, is how individual many of the silhouettes are. I wrote about the power of silhouettes in character design some years ago, and it's something I always love seeing done well. And again, while these characters are all roughly the same height and width, and similarly dressed, I bet you can identify one of them from the pack above by silhouette alone:
For me, I think a strong silhouette is a key feature in character designs that I consider particularly successful. Having an identifiable shape isn't just a good default practice for making someone interesting, it allows us to identify them more immediately even when they're far away, facing away from us, poorly lit, or in a crowd. When I think of character designs in adventure games that work for me, they almost always have a clearly readable shape. That doesn't necessarily mean complex - Machinarium's protagonist, for example, is about as simple as you can get, and still very effective. Compare the examples below, and look at the outlines of their form, for example.
Today I was working hard on reworking some poor character designs, and one of my main focuses was trying to make for interesting silhouettes, while still keeping the style grounded. When I showed one of my designs to Daniel Thomas he immediately commented that the silhouette was more interesting. Victory! Feels good to have someone notice that effort spent.
So, how are my silhouettes in Old Skies so far, for main characters in the same pose, facing the same direction?
Not bad, I think! Not exactly the most diverse or dynamic, but definitely all different enough that I can at least tell them apart. Can I do better? I think so! It's good to check these things periodically, just to see how well the theory has sunk in. Knowing a good piece of design wisdom is definitely not the same as being able to use it well, or keeping it as a fundamental part of our workflow. Actively working at these ideas is the only reliable way to use them as tools. That's what I intend to keep doing!