Posted here is the transcript of our video. We hope you enjoy, learn a little about our game, and leave us some feedback. Please join us again next week for a look at the progression of our character development and custom dungeon designer.
Hi, this is Matt, the lead artist and designer for EpicVessel Games, and I am currently working on imagery for our new title, “The 9th Wizard: Rings of eternity.”
Before I go on I want you to keep in mind that all the art you’ve seen thus far, during the progression of our videos are not finals. They serve as temporary filler-art. You’ve seen nothing yet!
Joe, my co-creator , and I understand that making a Rogue-like game wouldn’t be filled with detailed and crisp imagery that I am used to illustrating. Some may say that as an artist, there is no challenge, it’s too simple, and there is very little room to actively draw from the imagination. However, after investigating the genre a bit further we realized that Rogue-likes offer a different kind of challenge to the imagination. Rogue-likes are absolutely filled with opportunities to creatively imagine, for the player that is. The player creates his own character and is allowed to grow through the experience the game provides.
The purpose of the art isn’t to show the player the world of the 9th Wizard, but to send the player in the direction of how the world might look. The player fills in the rest. This is the challenge. How can I create subtle details to push the player creatively in the direction that best fits the back-drop of the 9th Wizard? It is definitely a challenge I accept, but I need the help of our supporters to tell me when something works or doesn’t.
Where do I start?
Logically, I thought the first place to start was with the Heads-Up Display or the HUD for short. The HUD is an extremely important element on-screen because it is the biggest link between the player and his or her character.
Stylistically, the HUD went through many stages before finally becoming what you see here. As the artist I knew that it had to be a reflection of both the player’s reality and the reality of the 9th Wizard. It has to function appropriately to the game, be intuitive, and easy to look at. This idea gave me the license to be as detailed as I wanted to be, which fit well with my overall illustrating style. We are very happy with the HUD’s final look.
This process was incredibly addicting and I can’t wait to continue to show off the art direction of our new game. Thanks for tuning in and look forward to next week’s video and to see character illustrations. See you then!