Author Topic: [FILLED] Looking for artist(s) to develop new style for A Valley Without Wind.  (Read 159111 times)

Offline Mánagarmr

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It actually looks rather cool, but I have real trouble with blurriness.
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Offline yllamana

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I couldn't help but notice that article was from the start of 2011, and the comments actually managed to get pretty specific about the issue (there's this weird visual effect when it's in motion, looks kinda like the game world is having a sandstorm).

I downloaded it to check it out, wondering if they'd (or he'd, I think it's just one guy?) made any changes to the art style in response to that feedback. Unfortunately, the sandstorm is still there (and it doesn't look like an artefact of the rendering or anything, it looks like it's entirely deliberate). It's also kinda hard to tell how the world is put together - I'm sure that's partly me being a newbie though!

In the end I stumbled around for a while, said something in the chat, couldn't figure out how to do anything interesting and left. I think someone shot at me at one point.

The reason "painterly" makes me want to cry is having seen it used to describe this game's graphics so much. I've never really encountered it much as a word outside this context, and still remember the discussions from beta. I feel like the right decision when "painterly" is brought up now is to run the other way and don't look back, and so thoroughly endorse G (though now after the complaints about head size Darrel seems to have a puny head instead of a slightly larger one) and to a lesser extent K.

Offline keith.lamothe

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The first time I encountered art described as "painterly" it was Braid.  That was some fairly successful art.
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Offline yllamana

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The first time I encountered art described as "painterly" it was Braid.  That was some fairly successful art.
Pick G. Run from the others, and don't look back.

Related to Braid, I fired it up to refresh my memory on its style. One thing I'll say, though, is that it has a very, very large distinction between the foreground and the background. The background does look very indistinct, blurred and, (I cringe) painterly. It also has in some cases a number of different parallax layers. The foreground, though, is incredibly sharp and the animations are extremely smooth.

But what I'll say is that Braid has quite a different style to AVWW. Braid is really indie. It's a super artsy game - fun to play, short, with a story and art style (and hidden meaning) that support all that. It is indie. The painterly, indie art style, designed to support the mood and story more than the gameplay, is appropriate.

But AVWW isn't like that. It's a game designed to be played for dozens of hours, if not dozens of dozens - a span of time where having crisp, beautiful gameplay will remain important long after the player has fully absorbed the setting. It's a game where looking entirely unique and indie has to take a back seat to being consistently playable. I don't think there's any doubt (except from Misery, who seems to be contractually obligated to disagree with my view on anything ;) ) that G would look spectacular, and I think it will support and enhance the gameplay much more than any painterly option can.

As an addendum, if you want to go the Braid route, please make the foreground crisp and pixel-perfect art (like Braid) and make the backgrounds less distinct. Part of the problem right now is those two are mixed pretty freely (and also perhaps that many objects could do with being part of the background, like most of the random plants underground).

Offline Misery

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(except from Misery, who seems to be contractually obligated to disagree with my view on anything ;) )

I want to disagree with this, but the resulting logic, or lack thereof, would crash my brain.   Like a computer trying to divide by zero.

....and I think the same thing happens if I agree with it, because it'd mean that I disagree with it, which would mean....

aaaaaaaagh *pops*

Offline yllamana

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(except from Misery, who seems to be contractually obligated to disagree with my view on anything ;) )

I want to disagree with this, but the resulting logic, or lack thereof, would crash my brain.   Like a computer trying to divide by zero.

....and I think the same thing happens if I agree with it, because it'd mean that I disagree with it, which would mean....

aaaaaaaagh *pops*
:) We did agree on something, that one time! I don't remember what it was, but I remember thinking, "ha ha, I'm agreeing with Misery!" ;)

Offline Ixiohm

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As an addendum, if you want to go the Braid route, please make the foreground crisp and pixel-perfect art (like Braid) and make the backgrounds less distinct. Part of the problem right now is those two are mixed pretty freely (and also perhaps that many objects could do with being part of the background, like most of the random plants underground).

I totally agree, I think this could have a positive impact on game play as well, it would clearly separate background objects from foreground object, making it clear that the player can interact with mossy barrels, vases and such but mot with mushrooms and similar.

For above reason I really like the separation of fore ground and back ground in K's latest, and to top that of the whole seen is awesome  :)

Offline Mánagarmr

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Pick G. Run from the others, and don't look back.
I almost agree with this. K's latest paint-style is definitely getting somewhere by now so they're actually contending (though their pixelart was damn sexy). H is just blindly milling around in a field right now (as far as my opinion goes).
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Offline goodgimp

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G is great in the sense that it's nice and clean. I like how I can immediately glance and see what's going on, there's a clear differentiation between foreground and background, etc. One of the issues with the current look in AVWW is that I start to get fatigued after a while and I believe it's due to difficulty for my eyes/brain to easily differentiate between foreground and background actors, including my player character. With how fast paced the game is, being able to clearly, easily, and immediately identify your own character at all times is hugely important. I think G would be great for that.

In terms of style, I'm with K all the way. I can also clearly distinguish where the character is vs background etc and I feel like stylistically that's just so damn cool. If the goal is to pull in a wider audience, I think throwing up some screenshots like the latest from K on the kickstarter page is going to really grab some eyeballs (just look at a lot of the immediate reaction here in this thread). I'm curious what the costs are between K and G, though.

With H I'm not really feeling it. I'm not a fan of the blurry style they've got going on in the latest and for some of their cleaner earlier looks, I'm just not a fan of the look. Still interested to see in what else they would produce, but as of now I'm totally sold and both G and K (with K being a preference from a stylistic point of view, if costs are the same).

Offline madcow

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Personally, I think any of the art styles would be good. Though I will echo the concern about making the actual terrain/foreground stand out from the background. A few of the pieces it does look like they could get confusing, but overall I like the art styles from all the studios, and any other preference is relatively minor.

Offline tigersfan

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Even though Chris is out of the office this week, his job never truly stops, he's been communicating with all three studios this week. Here's the latest from H. He had this to say about them:

Quote
The latest.  These are going to be taken to an animation test at the pencil sketch level -- to show the animation style and quality without going to the full expense of detail right off the bat -- once an actual character design is settled on.


Offline Aklyon

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The last one looks somewhat like Samus's Power suit, I like it.

Offline eRe4s3r

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I want green haired vixens ! /I mean definition 2 of the urban dictionary, by the way... so whatever happens I will be happy, as long as 1 character has long green hair ;p
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Offline Brise Bonbons

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Of those two styles, I think the second is definitely a better match for AVWW. Given the scale of the game and its general style, I don't think the level of exaggeration in the first image is necessary, or appropriate.

Offline yllamana

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Of those two styles, I think the second is definitely a better match for AVWW. Given the scale of the game and its general style, I don't think the level of exaggeration in the first image is necessary, or appropriate.
Do you mean the other way around? The second one looks super exaggerated to me (and looks totally off as a result).

Edit to fix bracket and to add: I'm not sure if I've ever posted this, but one of the things I think is really cool about AVWW is how I can play an awesome female character, and I do that exclusively. I'd be pretty disappointed if they got turned into fanservicey things like the second picture there.
« Last Edit: July 28, 2012, 12:40:30 am by yllamana »