Design process

 In the early days, I mainly did concept art, like this:


Alien Jungle Concept | Nicola Hynes




Alien Jungle Composition Sketch | Nikolai Hines


But eventually I would come up with a model like this:

Feudal Japan Exterior Composition | PETER DIMITROV



Animal shrines in feudal Japan | PETER DIMITROV





Yesterday, I searched for the recently released Chinese game Black Myth: Wukong, which has a very grand setting and since the game is based on the ancient Chinese classic Journey to the West, the architecture in the game has a traditional Chinese color, which helped me a lot.


Black Myth Goku - DSculpt Studio - 3D art




Diep Duong Van - Black Myth Goku - Environment Sketch fanart




Black Myth Goku: Shows its location





I think the design of the game scene needs to be believable (it needs to follow the characteristics of the real building) and be able to imagine the scene as the user sees it.


For example, the scenes in the movie "The Lord of the Rings" were designed with reference to actual buildings.



https://wallpaperaccess.com/lotr-rohan (architecture in the film)


https://www.lifeinnorway.net/stave-churches/
(Real-life architecture – stunning stave churches in Norway)




Hobbiton in Matamata, New Zealand, was the setting for The Lord of the Rings, and the town is dotted with semi-circular wooden houses inhabited by hobbits.


Next, I'll look at environmental psychology, such as how users feel about what color of the game environment.




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