The rare luxury of concept art for environments - aka Robyn does a lot of studies in blue. The whole
The rare luxury of concept art for environments - aka Robyn does a lot of studies in blue. The whole team spent a brief time trying to map out, jot down, and paint some of our ideas for general direction as we were researching oceanography and marine biology. What you see above is a collection of most of what I was able to produce in about a week or two’s time. All of these sketches and studies were done using Photoshop and my old trusty Wacom Intuos 2. All of this work went toward developing our first area and verticle slice; what we dubbed “the demo caves”. The demo caves is an example of a lot of development that wound up being cut. It was something we anticipated but is a tricky subject to navigate. It’s another lesson that’s valuable and difficult to teach. Working on this area was valuable, it taught us a lot and helped establish the overall look of the game, but I think we sunk a little too much time and energy into it. Last time I said it’s valuable to throw your work away, but there’s also the sunk cost fallacy. The more effort we put into this area the more reluctant I was about getting rid of it. Why were we spending so much time on something we weren’t certain would even make it into the final game? The answer to that is very complicated… -- source link
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#concept art#ocean art#mythic ocean#environment art#indie game