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Tons of unused concept art for level 03 and the train station are waiting for you in this article.

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Tons of unused concept art for level 03 and the train station are waiting for you in this article.


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There are currently positions open for the following jobs:

Programmer
Texture Artist
3D Artist

3D Character Artist
• VFX Artist
• Concept Artist (Weapon Design)
• Concept Artist (Character Design)
• Concept Artist (Environment Art)

• Sound Designer
Male Voice Actor


This month the article is a bit different than usual. It is a content update but the content is not exactly new. Well not for us. This month we are going to present you selected concept pieces that we decided not to use for one reason or another.

These concepts were done by Markus Lovadina who you've seen previously already. Unfortunately he's not working with us anymore. His concepts are nonetheless astounding!




Done by Adam Clark. All of these great looking concepts were created for the train station. He's no longer on the team either though.




The following pieces were created by Teo Wei Shan who hasn't been featured yet. While he's not on the team anymore he left us with a few nice ones.





This good-looking one was done by Adisa who has left us since then.



Created by Petra van Berkum. Especially the look of the fourth one grew to us.


Now we're slowly starting to run out of concept artist. Robin Lingmerth is responsible for these great pieces.




And last but not least: Mike Young. He's actually the only concept artist featured in this article who's still with us and he's doing a grand job.




We hope you have enjoyed this article and all of the presented art.

- Kjell 'iQew' Bunjes
(Team Leader and Art Director)

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Comments
Warner
Warner

Brilliant art. It's a shame many of your concept artists left the team though. Well, I hope your game still does well!

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leiste Author
leiste

Don't worry. Many concept artists joined us since then. We're far from having problems in that area

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Colossal_Dragon
Colossal_Dragon

So many great pieces! I hope you can find a great environment artist to replicate them :)

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Nebcake
Nebcake

The art is fantastic and gives a distinct feel for the game's atmosphere, hopefully we will see some in-game pictures soon.

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iQew
iQew

There already are a few in-game shots online in the gallery :)

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AvagantamosTEON
AvagantamosTEON

The art is amazing, just astounding I can't wait to see more :)

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Darkamo
Darkamo

JUST ONE WORD :"WONDERFULL"

brofist from FRANCE ^_^

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Pupochek-dinozavr
Pupochek-dinozavr

i see here the Dead Sea from Chrono Cross)

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KEEP_IT_UP!
KEEP_IT_UP!

beautiful works here! i love the artworks done by robin (robert? you called him robert but the images say something else)... it's like beeing there while just watching these. :)

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iQew
iQew

Robin Lingmerth. If I have called him differently at any point, it was a mistake.

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leiste Author
leiste

Thx for the notice. It's been corrected

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Tordiff
Tordiff

Please dont die This is one of the few original games/mods left out there Cant wait to play it. Hope the ending isn't depressing. Or are the multiple endings?...

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iQew
iQew

It is planned to have multiple endings for the full game (Not just Shattered Dreams, which is the first episode), but we are focussing on working out a demo for now.

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shadowflar3
shadowflar3

Impressive as always. However I think what most people are missing is that concept art is not something that actually takes you towards a playable game, could be quite the opposite. When you have so many artists producing level ideas, you are really taking a bigger and bigger bite, so to speak. Sometimes it's best to stop and think if you can actually chew it all. When you get into modding you'll find out that there is plenty of people that can and want to tell you what should be done, added and included, but very few people to actually start working on other peoples ideas. That's why the project management needs to be the one that decides which things to leave out and which things to focus on in order to get anything done.

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iQew
iQew

Concept art sure does take you towards a playable game. If you care about the aesthetics of the final game, you'll have to get to concept art at some point. If you're talking about playability in terms of whether you can open the game and produce input and output, you're right - concept art does not get you towards that. But, isn't that obvious? Let's re-phrase that sentence and switch the sides: Programming is not something that actually takes you towards a beautiful looking game. Obvious, isn't it? Not sure what you wanted to say here, maybe you can clarify it, would be nice.

I do agree that many teams lose their orientation in the process and get lost in details, but that's not just the case with creating concept art. It's definitely best to take a few steps backward and check where you are in development and re-prioritize tasks sometimes.

The fact that there are people out there, who can and want to tell you what should be done cannot only be found in modding or game development, but is part of everyday life. Everyone handles that differently depending on one's personality.

It's correct that quality assurance is part of the job of the project manager(s), but I think that most people know that and do that intuitively.

-> I'm not sure what you wanted to say here, was it a general advice to the people out there? Then you should post it in the forums so that starters can see what you're talking about. Or you could write a guide about it and publish it somewhere. If you're refering to our team with that advice though, let me tell you that we are very well aware of what we are doing and what we need to do to realize this game. The advice is very well appreaciated of course, however.

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shadowflar3
shadowflar3

Yeah sorry, I didn't mean the post as advice for your team, you handle the stuff well and you know it :) What I meant that this case is another excellent example of what needs to be done and how mod project should be run. Turning something down is also a good thing and I wanted to shed some light on that side of coin as well.

I've been wanting a write a mod guide but the motivation just comes and goes pretty fast. Maybe I'll publish it in a blog format little by little. You know, again not meaning this mod, there are so many mods that all make the same fundamental mistakes and it is frustrating to just watch them go by year after year. I wonder if there really isn't already a good guide on how to run a mod project out there?

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iQew
iQew

There are plenty of guides about that topic out there actually, I think a few were named in the sticky threads in the forums :)

Thanks for the reply!

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shadowflar3
shadowflar3

Yeah, I figured. Maybe it's just that people don't read them or think that they know better themselves :P

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