Ok I've put some thought into the look, tell me what you think of this...
"Gritty graphic novel realism, with some stylised toon overtones"
I'm thinking "Sin City" film/comic but without toon shaders. Lots of dark shadow and highlights bloomed out to silver/white. As a pointer look at Caravaggio and the Chiaroscuro style. Hopefully with deep hues in between.
Reasonably accurate anatomy but with freedom to add come cartoon rule breaking (say exaggerated hands/proportions). Toon elements must be balance/contrast with realistic...so a slightly toon model will have gritty realistic textures and vice versa.


2 comments:
The trick with the art style, as with many of the other design elements, will be unity.
There's some rumblings on the blog about the game being the story of a tortured man with a horrible ability that makes it impossible for him to live a normal life - so he works in an explosives factory and blows stuff up when he has migraines. These 2 things are disjoint and will create confusion in the mind of the player.
Take a step back, figure out what the game is: is it funny? is it serious? is it story-centric? is it puzzle-centric? When you have that core, build around that. I think you'll find creating a style first is going to heavily restrict how you think about the gameplay & the mechanics.
timely advice, no point putting makeup in a skeleton! The original spirit of the idea was much more toon and zaney
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