Post news RSS Art Evolution: From Coder Art to Final Quality

When developing a game I always focus on the gameplay first. During the development of Arcanox there have been several art evolutions. These pictures show the visual changes of the witch and goblin during the development.

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When developing a game I always focus on the gameplay first. During the development of Arcanox there have been several art evolutions. First I used colored quads and triangles for almost anything, which was a pain for the early testers. Later I replaced the shapes with some rough sketches. After that I spend 2 months to create art for the game. But I wasn't satisfied with the overall quality, so I hired an outsourcing studio to re-paint everything I've created.

These pictures show the visual changes of the witch and goblin during the development of Arcanox.

Witch from coder art to final quality

The witch can shoot fireballs, lightning bolts, ice bolts and magic missiles with her wand. She is a ranged damage dealer with low health.

Goblin from coder art to final quality

The goblin is quite the opposite of the witch. He throws axes, but has a short attack range and deals only average damage. Thanks to his shield he can absorb several hits.

Should I post some screenshots of earlier development stages?

Have fun!
Christian

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