Saturday, November 9, 2013

I love witch witch

This week, I fleshed out some narrative to help the other team members understand what it is that they will be designing and concepting around.  For this quarter, we decided that we would have a level for each ability that the player has.  In other words, a basic knife level, shield level, water spray level, and wind level.  In each of these levels, a new ability is introduced, and each will showcase a variety of enemies.  In order for the designers to start coming up with level diagrams and things of that nature, I listed out a couple attributes of each level.  I also came up with a basic premise of the game to tie all these different levels together.

The general premise is that a collection of other witches have gotten together and sealed Dream Witch's power.  Dream Witch isn't too happy about this, and in retaliation, aims to capture all of these witches apprentices and take their power for her own.  Her ultimate goal is to defeat all the witches who went against her and regain her suppressed powers.

The four different levels then represent the domain of four witches.  It should be noted that it has not yet been determined the order that these levels will be played in.  These are just four general ideas that we are working with right now, and all names are tentative.

Spooky Forest, domain of Forest Witch
A forest comprised of bending trees.  Some of their forms imitate the female human body, which is not always readily apparent.  The forest is flanked by a burning village.  The forest is overgrown with mushrooms, worn paths pave the forest floor, and ponds are scattered throughout.  Mushroom clusters, broken wooden fences, and over-sized spider webs inhibit and direct a traveler on their way.  Forest Witch has mushroom monster familiars that patrol her spooky domain.  

Demon Festival, domain of Boss Witch
A lively festival full of demons and monsters.  Lanterns line the wooden pathways and illuminate the vast waterways.  A temple-like environment complete with Shinto gates and rope barriers with spell tags, bamboo, and wooden fences.  Boss Witch has demon familiars inspired by Japanese folklore.

Sweet Landscape, domain of Cake Witch
Giant cakes, macarons, and sweet treats sprinkle the landscape with creepy and cute motifs.  Rivers of chocolate flow with floating bones and skulls.  This land is filled with cakes and cookies (no candy!!) and the monsters who like to eat them.  Cake Witch has cake monster familiars.

"Clock Themed Fantasy," domain of Skeleton Time Witch 
This area has not been fully defined, but will have a strong clock motif inspired by Salvador Dali and the  Rococo style.  Grandfather clock face buildings line the abstracted environment, and crystals are sprinkled about.  A far stranger environment than those that come before it.      

That's about it for now!  Stay tuned for real art progress next week.

Friday, November 1, 2013

Crawling to the Start Line

It's been kind of a slow week on the Bala side of things because of my other class, but this week, I've been working on fleshing out the world of Bala ever so slightly.  I took David's Booty Paladin concept and, for example's sake, stylized it more closely to what we're going for in this game.  In addition, I made a character line up of our currently approved concepts to form size comparisons and start to see some character relationships. 


Above, from left to right, is the Booty Paladin, a Fire Demon, a "Boss Witch," Dream Witch, a child,  a Cat Wizard, and Meiosis; more information on most of these creatures can be found here at the project's main blog.  These sizes are of course tentative depending on how they look in the actual game, and we are very literally taking this process one step at a time in order to stay within scope.

Another thing I did this week was begin to come up with an asset list of what I would like to show off in the environment sample.  In two words: boobie trees.   


David initially proposed a concept of trees with trunks of female bodies.  I immediately thought the concept was really interesting and could easily fit with our witchy theme.  Therefore, I came up with a couple concepts of poses for the trees.  I ended up really liking the tree that has a root dipping into the water.  In addition, these lady trees will be mixed in with regular trees, so that hopefully noticing the boobie trees will not be so apparent at first.  But we will see. 

Last, but certainly not least, I've spent a good chunk of the last week overseeing Dream Witch being modeled.  I acted as an annoying second head peering over Hank's shoulder and it's a wonder that he didn't punch my lights out.  But I am happy to say that her geometry is officially complete, and she looks absolutely amazing.  Hop on over to Hank's blog to read more about it (whenever he decides to post her), but for now, here's a teaser!


Saturday, October 26, 2013

"This turnaround has me feeling a bit witchy" or, Concoting a Witch, Part 2

I haven't gotten as far as I would have liked for this week, but!  Dream Witch's turnaround is done and she is already in the process of being modeled.  My tasks for this week included working on Dream Witch's turnaround, the Booty Paladin's turnaround, and beginning to make an environment sample.  Needless to say,  the turnaround gave me hell all week, and I haven't yet gotten to the latter tasks.

Why was this turnaround so very difficult for me?  Well,  my original intent was to become a comic artist, and so I majored in Sequential Art for two years until I figuratively skipped town on that dame and jumped on the Game Development boat as a last resort to stay in art school.  Therefore, my only experience with turnarounds were strictly for concepts.  In other words, having a pretty good idea of what the front view, side view, three-quarter, etc views of a character would look like within two dimensions: on paper.  Sure, landmark items conceptually lined up,  everything looked nice and pretty, and like it would all work out, right?

Problem number one: 3D space is a thing that needs to be worried about.  A character can not be faked to look pretty from one angle and completely different from the other for dramatic effect.  For comics, characters are never going to turn to face the reader in real time, or move at all for that matter.  In a 3D space, all of that becomes very possible, and probably WILL happen, and all of that needs to be considered.  Sounds simple enough.

Enter problem number two: the turnaround for Dream Witch is being handed off to another artist (Hank) so that they can model her.  To this outside source, educated guesses for what things look like are going to act as literal guides.  Because Hank doesn't know exactly what my intentions are, he is - to the T - going to try to match the turnaround as best as he can.        

As much as I would have loved to hand Hank the picture above and told him "good luck," I knew that Dream Witch's clothes, anatomy, and physical features really needed to be further laid out so that she can turn out to be the best witch she can be.  And because she has so many layers, the turnarounds below are broken up into parts. 


This turnaround is her basic dress, socks, and boots, and gives off a pretty good idea of her body type.  I started off with her front view and then branched off into the side views.  One glaring mistake I made here was using her eye silhouette from the front and using it for the side of her face.  Although it matched up perfectly in the turnaround, when it was translated into 3D, she turned into a big creepy alien with eyes that stretched back into where her ear should be.   


The second turnaround layers her scarf on top of her dress.  Because her scarf will be acting as her arms, the scarf is drawn similarly to how her arms are spread out. 


One layer up is her cloak that covers most of her dress and hides the source of the scarf.  You probably don't need me to tell you that the cloak doesn't match up at all.  It doesn't flare up high enough in the side view in comparison to the front view.  Hank hasn't yet modeled her cloak, but he will definitely have some questions for me.  And I will admit that at this point, I was sick of trying to match up every little detail with no real idea of how it would even translate into 3D.  At some point, I will definitely need to create a turnaround and model it out so that I can make a more accurate turnaround the next time.        

Finally, I added her mask and the bow bounding her arms on her back.  The side view of the mask is probably my weakest guess as to what the mask would look like in profile.  Her mask is definitely something I will have to see in 3D before I can accurately decide what it should look like.  But that marks the end of my long week of struggle...  

To recap, I've drawn almost nothing for this game BUT Dream Witch for a couple weeks straight, and I'm getting burnt out.  But now that I'm officially done with her for a while, she can be modeled and animated, and hopefully put into the game build by the end of the quarter.

Now the real fun begins, because I can start developing the environment style and what the rest of the game is going to look like!  Until next time....  

Sunday, October 20, 2013

Concocting a Witch, Part 1

Hey there!  Today marks the beginning of week 6 of Senior Studio I, so I'm going to take this opportunity to talk about the development of the main character for a project I'm working on called Bala (find out more here!).  The character's tentative name is The Dream Witch, and her beginnings are far from witchy. 

Conceptually, I wanted to create a character that sports a giant scarf that does most of the leg work for them.  In other words, a scarf that can act as their arms and has the capacity to grab things, throw things, you name it.  The Dream Witch was born in the sketch below, close to half a year before I even decided to work on Bala.  

 Here, she's depicted as a snot-nosed punk who wears vulgar sweaters and a scarf with three arm-like appendages.  While I liked the silhouette of the giant scarf, I couldn't find a use for her character, so her design sat unused in my sketchbook.  But she was not forgotten, and I thought on a use for her design a couple months later.    


The intention of the giant scarf was to be used to navigate a 3D platforming world, where the scarf would assist the player in hoisting, grabbing, and punching things.  I explored a kind of circus theme in an attempt to figure out the kind of world she was from, and what she would be doing with such a big scarf.  There was even one design where she didn't have a scarf, but her arms imitated the big-armed silhouette that I was after, and wore a ring master inspired outfit.  It was also at this stage that I grew attached to the big eye-lashed eyes (illustrated in ink above), and began using them as a motif for her identity, as well as people associated with her.  And then, all of a sudden, a more workable design popped into existence.   


Above, The Dream Witch was finally truly born.  She had the big-armed scarf with a claw-like fringe, a cat mask and tail to complete her creature-like package, and a cloak to give her a baggier appearance.  She's topped off with traveling boots and a satchel for traveling, and a giant bow to prevent her from using her actual arms.  Weird?  Confusing? Way too busy?  Maybe all of the above!  But it was a starting point full of interesting elements I liked.  Regardless, her design once again sat in my sketchbook for a couple months before her official school day debut. 


Dawn of the second round of pitches in Senior Studio I, her silhouette made its first public appearance.  She was called simultaneously cute and creepy with no real complaints, so I basically ran with it.  Ran with it fast so I could get her design out of my sketchbook and into the real world.  This is where her development really started to take off over the course of the last few weeks.       



The first part of her design I really started to explore was her hairstyle and face design.  I really wanted a hairstyle that would read as crazy hair from behind her mask, and didn't want to ignore the existence of her face, either.  So, even though the intent was for her to wear a mask in the game, I didn't want that to restrict her design to always wearing that mask.      


After trying a couple different styles, I decided on giving her big eyes with lots of lashes to form a strong relationship between her face and her mask.  Because of the chaotic nature of her design, I also gave her way too much eye shadow, just to show that she's not a stable character.  Below is a study of The Dream Witch with different layers of clothing and how they work with one another. 


I decided that because she has the title of Witch, that she needed to be wearing a cute (albeit dirty) dress with striped stockings.  Because one of her stockings is falling due to a broken garter, one of her boots is folded on itself while the other is worn properly in juxtaposition. 

So to the far left, she has her face exposed and free arms.  Second to the left, her arms are bound with a giant bow, and she is sporting her cat mask.  This is to illustrate that her arms are only bound when she's wearing that mask.  Second from the right, she's also wearing her claw scarf, the bow binding her arms poking through the middle.  Finally, at the far right, her cloak conceals her "secret."  Her real arms are not visible and the claw scarf pokes out where her arms should really be, creating the illusion that the scarf is indeed her actual arms.  In this iteration, her claw scarf is two different colors so that the scarf around her neck does not appear to be the same scarf poking out from beneath the cloak.  Making the scarf two colors was a sloppy solution, and removed from her near final iteration, as seen below.      


In this final iteration, she has been stylized close to how she will appear in the game.  The way her hair flows and works has also been fixed here, as well as her face in general.  It was also at this stage that I wondered how necessary it was for her to be properly wearing her mask, and so put it on the side of her head (it was also really hard to draw for some reason, but let's keep that between you and me).  I also included what a child might look like, and how the player will be able to distinguish them as an ally.  The child depicted has a similar cat mask, a cloak with big buttons, and a limp scarf that trails behind him when he moves around.  Stay tuned for more on children development.

That's all I've got for The Dream Witch for now.  The next step is to create a turnaround so that she can be properly modeled and textured.  I don't know what I'll talk about next time, but see you then!