Showing posts with label concept art. Show all posts
Showing posts with label concept art. Show all posts

Monday, 7 December 2015

Cutscenes

A selection of line work pieces for the games opening cut scene showing Lavander’s arrival at the factory as well the introduction of the ghost girl. 




The line art was handled by me while the colouring was done by Heather. After I was able to add the text bubbles to scenes. The reason I used different text bubbles was to further convey the emotions from the character.






GUI Items

Below are a series of expressions that would accompany in game on screen dialogue by Lavander during game play. I wanted her usual mood to be a mixture between determination and at the same time annoyance. This was to coincide with overall feelings at the situation; she is in the factory largely against her will and has no interest in the task she is there for. At the same time however only through getting to the ghost can she leave and feels in a way challenged by it.   
The inventory system is represented by a picture of Lavenders' navy blue belt satchel which she carries most of her personal effects. The satchel would have a number of slots around it which held the items she was in possession of. 

 This symbol was to be placed on the final door of the games level. As such it was made with special ornate design and made gold so as to attract the players attention through a glimmer. The the design of the lock was made similar to the key, thus making both the items' purpose in game clear and concise.


Enviroment Objects

Expanding on the existing concept content, i needed to create the various items and effects that would fill the factory environment. Objects ranged from conveyor tracks to chairs and some tables and workbenches for the various rooms.





Most of the factory consists of machinery and storage crates with the office possessing things such as a grandfather clock and an ornate desk with some bookshelves. Initially i imagined the factory would have hanging chain lights but i felt a wall sconce or lamp would work better with the games camera. 








Front Cover

A few designs and a final product for the front cover for the Factory of the Lost soul. Initially i wanted to go for a more abstract design for the front cover that subtly conveyed the premise of the game by showing both lavender and the ghost.


 In the end however i thought of making an exterior shot of Lavander approaching the factory. The skewed perspective of the factory was intended to exaggerate its size and make it seem even more unsightly and uninviting. The bright blue light is that of the ghost observing Lavanders approach. 



Titled version and steam banner.








Tuesday, 1 December 2015

Cutscene Colouring




Here's a selection of the images I coloured for the game's cutscene, I was working with lineart made by Luther. I had a base layer with flat colours on it, then used multiply layers for the shadows and colour dodge layers for the lighting. I also used a normal layer to fade out some of the lines. I'm happy with how this turned out, especially in such a short amount of time, and I did 21 images in total. The volume of work needed required a simple approach but I think it still achieved good looking results.

Tuesday, 6 October 2015

Luther - Ghost



Ghost


As only one character can occupy the game play segments, the ghosts design is twofold. After some discussion, we imagined the ghost to be a child, a girl who had died when the steel mill was initially a workhouse during the Victorian period before retrofitting. In game play the girl takes the form of small wisp, a small glowing spiritual that freely moves about the building. In cut scenes however, her true form manifests as a ghostly child clad in white gown surrounded by a blinding white aura.

Luther - Concept Protagonist



Character

The protagonist is Lavender (L for short), a young girl who is both a spirit medium and the daughter of a seer. The design I imagined for her was a girl around 18-20. Her attire was to make her look like an urban rebellious teen, bearing amulets talismans and charms, and additionally a satchel which as part of the inventory system. 










The colours I predominantly looked at where dark purple, magenta and mauve etc., as those colours are frequently associated with mystery, as well as toying with various different patterns for her clothing. Additionally she was to also be accompanied by an unusual conjured purple orb that would act as a type light source to illuminate the dark areas of the mill, instead of a standard flashlight or lamp. 








Luther - Concept Enviroment


Environment


The game is set in a derelict late Victorian era steel mill that has been left rotting and forgotten for some years. The exterior shot of the plant gives wide view of a crumbling rusted and dilapidated structure. The orange sky approaching dusk was to make the steel mill seem more foreboding and un-inviting as well as to set the scene for the rest of game taking place during night-time. 

Much of the interior is a dim lit environment with various broken down machines that look as though they have not been used or maintained. The main room is a wide and vast expanse with skylights obscured and grimed over. This was to block some light from entering the interior thus adding to the dark and murky environment, as well as to obscure any sight of the outside world, giving a feeling of isolation and no escape. Dangling from the ceiling are various chains and smelting pots approaching ruin and moments away from simply plummeting to factory floor, while there are also crates, broken pieces of machinery, empty rusted smelting trenches and furnaces. 



 The office has some luxury items adorning it to give the impression that it was once occupied by someone of a managerial role, thus the ganging picture frame and clock, as well as the bookcase.



The spare room was both for storage as well as being a workshop. Here there are stacks of crates and boxes which further block light adding more shadowy areas and creating a feeling of uncertainty. 

The generator occupies the spare room and is an unattractive device, bearing pipes and wires traveling into the walls and floors in a confusing pattern.