Thursday, January 28, 2016

Concepts - Thumbnail Stage



The Protagonists


Protagonist Colors:
Warmer color gradient sampled from Loish’s works. Differentiates them from the background and makes them stand out more. 

Shapes: 
Arya has rounder, curvier shapes to display her innocence. The soldier and other enemy characters should have a more angular look to them. Using straight lines, angles, and box like figures with emphasis on them being “top-heavy” (having a larger torso and smaller legs) makes them look more official and intimidating.







Antagonists

Antagonist Colors:
Cooler, darker color gradient, sampled from Simon Kopp’s environment work. Sets their mood along with the environment.







Supporting Cast

Supporting Cast Colors:
Cooler, darker color gradient, sampled from Simon Kopp’s environment work. Sets their mood along with the environment.




Environment

Environment Colors:
A more muted color gradient sampled from Sholes' and Kopp's works. This allows the characters to stand out more. 

Shapes: 
Boxes and angles are used in opposition to the protagonist. Color ranges are sampled directly from the chosen inspiration images. A fog is introduced as a menacing unknown element.




Wednesday, January 27, 2016

Environment Description


Backstory

The nations of Hlavia and Serova have been in escalating conflict for years. When a group of Hlavia soldiers crossed the border into Serova and got into a scuffle at a local bar, outraged citizens joined in the fight and beat the soldiers to death. The death of these soldiers sparked civil unrest in both territories, with politicians torn between keeping peace and listening to their people’s cries for justice.

Under tremendous pressure Serova’s representatives declared locked borders to all Hlavia citizens, refusing to take responsibility for the soldiers’ deaths, causing irreparable damage to Hlavia’s political and economic stability. Many Hlavian citizens were kicked out of the country of Serova, permanently damaging the relationship between the two nations’ people. Years later, Hlavian citizens grew increasingly desperate without faith in their politicians. Eventually, even the media stopped supporting the government, escalating the situation even further.

Taking advantage of this havoc, an ambitious presidential candidate made bold promises to resurface the case of the Hlavian soldiers, believing that justice was still to be served. Desperate to see change in their country, the people of Hlavia rallied to support his outrageous cries - he would not only get revenge, he would eradicate Serova as a nation for the offence they had done to Hlavia. Weeks after he won the elections, the first aerial strike was launched towards Serova’s capital city, and the bloody occupation commenced.


Description

Name: Serova
Geographical Location: Former Republic of Yugoslavia
Inspirational Cities: Belgrade (Serbia), Kosovo, Sarjevo (Bosnia and Herzegovina)

The game is set in an imaginary Eastern European city in the Yugoslavian era, during the time of the most impactful conflicts in the 80's and 90's. This city will be an amalgamation of the cities of Belgrade, Sarajevo, and the country of Kosovo. It contains the modern aspects of Belgrade's architecture, as well as the wrecked aftermath of Sarajevo and Kosovo after the gruesome genocidal conflicts that occurred in the cities during that time. The capital city of Serova used to be a beautiful mountainside city, with its architecture built around green patches of trees. At the time of the story the harsh, snowless winter had just begun, so the only trees that aren't naked are pine trees.

Now, after the previously described events, the city is in ruins. Most buildings' scaffolding and innards are exposed from the bombardments. Darkened, burned patches in walls behind burning flames mark the paths of the invaders as they traversed through the city. Broken homes and stores, and bloody windows and doorways portray the brutality of the invasion. The little greenery that had survived the winter is now sprawled over the ground and crushed underneath debris. Abandoned soldier blockades and sandbag walls line the streets, creating the feeling of a concrete jungle.




  

Monday, January 25, 2016

Character Descriptions


Arya

Height: ~ 4.2 feet
Weight: ~ 70 pounds

Appearance: Raised in a small suburban town, Arya is a simple child to say the least. Always teased for her short posture, her clothes look a bit oversized for her shape. Her attire looks comfy, however tarnished and torn, having worn it for consecutive days of struggling. She wears a handcrafted leather coat her grandmother had made for her mother, who then passed it down to her. This complements her tomboy attitude and careless style. Her face depicts her innocence, with dreamy hazel eyes, tiny pursed lips and soft dimples on her cheeks. Her muddy red, short hair is wavy and bouncy, albeit a bit frizzy from her past few days of constant running.





Misha, the Wolf

Height: ~ 4 feet
Length (nose to tail): ~ 6 feet
Weight: ~ 120 pounds

Appearance: Rough, grimy fur. Faint scars across the face. Bright, piercing eyes. You can tell that the war has taken a toll on him. He is big and bulky, but also agile. He as strong legs that enable him to jump far distances as he is attacking his quarry. He has a tall, agile frame that he carries with the confidence of a leader.

Behavior: Always alert, sniffing the air for hints of possible danger. When idle, he paces back and forth. He never looks comfortable. He has an air of superiority about him, like he knows what is best for the group at all times. Views members of the group as his responsibility rather than as members of a team.

Single word description: Dominant






Albert, the Fox

Height: ~ 1 foot
Length (nose to tail): ~ 2 feet
Weight: ~ 33 pounds

Appearance: Fiery orange tinted color of fur, with darker patches around the soles of his feet and underneath his belly. Hi chest fur is white as snow, with small muddy patches he couldn't clean off. Always running around the forest, small pieces of broken branches and leaves are intertwined with his fur. Slim figure, thinner and more fragile than the ferret and less muscular than the Wolf. It's got a slim figure, thinner and more fragile than the ferret (One word: Perky), and less muscular than the Wolf (One word: Dominating).

Behavior: Always on the prowl for more devious traps to use against Arya's enemies. Thin, tall legs should portray sophistication with very light, calculated steps (picture it walking on a landmine, always trying to avoid the mines). Has a playful nature that doesn't take things seriously but brimming with self-confidence that he can get out of every situation when necessary.

Single word description: Sly






Karolina, the Ferret

Height: ~ 6 inches
Length (nose to tail): ~ 16 inches
Weight: ~ 3 pounds

Appearance: Beige tinted, fluffy fur make her look like an enormous caterpillar. The soles of her feet are dirty from walking in the forest and muddy streets of Serova, but her face remains untainted and inviting. That helps determine where her body ends and his feet begin - you can tell by her size she was well off in the forest before the war began.

Behavior: Not as brave as the other animals, she is always looking for places to hide and wait out the danger. Her lack of bravery/strength is balanced with her attentive nature and knack for careful exploration. She is a perky, energetic animal, always entertaining and making Arya feel loved with its quirky behavior like standing on his back two feet asking her for a hug. Sometimes she doesn't even bother asking, it simply climbs her legs and wraps around Arya like a warm and fluffy scarf. Arya is the center of her little world.

Single word description: Perky






General Jovanovic, the Boss

Height: ~ 6 feet
Weight: ~ 180 pounds

Appearance: Wears a military uniform consistent with Eastern European militaries (ex. Serbian). Has a very Spartan/utilitarian approach to his appearance. Wears a distinctive beret or military hat that distinguishes him from other soldiers. Has a constant look of grim determination on his face. Armed with a handgun and knife.






Anielka, Arya's Mother

Height: ~ 5.5 feet
Weight: ~ 120 pounds

Appearance: Simple in her clothing, she wears a white skirt down to her knees (one of those harmonica pleat skirts that dance when you move) and a simple red buttoned shirt, with obvious signs that running from soldiers and tripping more than once have taken its toll on her clothing. On top of that she’s wearing a thick fleece sweater. Her hair is down and messy, but her beautiful curls kept their form. She keeps them behind her ears, and her smiling face reflects kindness with vivid contrast to the deadly environment she’s in.






Goran, the Hostile Civilian

Height: ~ 5.7 feet
Weight: ~ 190 pounds

Appearance: The lifeless expression in his face leaves much to assume as to what he is thinking or his mental stability. His unpredictability is particularly scary because of the colorless sound of his voice and depressed body posture. His wavy hair hasn’t been combed or washed for days, and his beard is patchy and unkempt. As a college student he is wearing jeans and a hoodie to keep him warm and provide for agile movement.

Short background: A college student with not much money in his hand, he lived in an apartment he shared with four other of his friends. The oldest son of his family, he was caught in the middle of the havoc that wreaked over his home-town losing most of his family. Full of hatred for the Hlavian soldiers, he joined other rebel citizens in the fight, careless about his own well-being. The protest was an absolute disaster, with nearly a thousand citizens slaughtered by fully armed soldiers ready to deal with a whole battalion of soldiers. He once more escaped with his life and a permanently scarred mental image, feeling cursed and losing all hope in his future, for life as he knew it had already gone to hell.

Story

Child No More


Welcome to the world of Child No More. Child No More tells the story of Arya, a young girl who is torn away from her family when war breaks out in her home town. Accompanied and protected by her animal companions Arya struggles to make her way through the wreckage and carnage that is war. Arya’s only desire is to reunite with her family at her aunt’s house on the outskirts of the city. Arya’s parents have left notes for her scattered across the city that act as bread crumbs to help her find her way home to reunite with them. As Arya traverses through her broken home-town, the player will experience first hand the effects of war on the innocent mind of a child, unwillingly thrown to survive in an unforgiving environment.


First Encounter


On her 9th birthday while looking out of the window in her room, Arya spotted a beautiful fox. Arya felt as if the fox was calling out to her to follow it into the forest. Although she knew her parents wouldn’t approve, Arya snuck out the window and followed the fox into the forest. The fox led her down a steep hill toward a rushing river. As Arya climbed down the hill her foot got caught in an uprooted vine and she tumbled down the getting badly scratched and bruised on the way down. As Arya sat next to the river in tears nursing her wounds a small ferret peaks through the nearby brush and scurries over to her. The ferret climbs into Arya’s lap and comforts her as she holds it close and slowly stands to her feet. Unwilling to leave her side, Arya wipes her tears and takes her newfound friend home. A few weeks after meeting the Ferret who she named Karolina. Arya saw the majestic fox out her window once again. Arya was hesitant to follow the fox again after being hurt last time, but her curiosity wouldn’t let her resist its beauty, wondering why it keeps coming back to her. Arya snuck out of her home again, this time accompanied by Karolina and follows the fox into the forest. Arya and Albert came across a Wolf with one of its legs trapped under a log. Arya couldn't bring herself to leave the Wolf suffering. She used branches to pry the Wolf’s leg from under the branch. Just as she freed the wolf a wild boar appeared and started to charge at Arya. The Wolf staggered to his feet and stands in front of Arya. The Wolf let out a ferocious growl baring its teeth to the boar and scared it away. The Wolf paused briefly glaring at Arya with its piercing eyes before disappearing into the dark void of the forest.

An Art Style Has Been Chosen

For our character influence, the artist Loish has been chosen. Her softer style will be our guide in maintaining the feeling of Arya's innocence.




For our environment influence, the artist Simon Kopp was chosen. His more angular approach will convey the dire opposition to Arya's innocence.


Thursday, January 21, 2016

Child No More Artists Mood Pieces

Samantha Mood Piece:



Tamara Mood Piece:






Larry Mood Piece:



Dave Mood Piece:

Art Style Inspiration Images



These are the sources of inspiration gleaned by the Child No More art team to identify possible visual styles.

Samantha's vision for Child No More:


Environment -



Environment choice 1
Who are the artists that created your inspiration pieces?
Amei Zhao
Why did you choose that particular piece?
The shape and color, the feeling it reflected. It feels very surreal, almost dissociating because of the stiff and rigid lines used for the architecture, contrasted with nature which is much more vague and organic.
What shapes are used in the image?
Answered in the previous question.
How does the image compliment the art style and theme of the game? And why?
The warmer colors – although they come off as surreal – give off a more inviting feel. It is a kind of warmth associated with comfort, and Arya being in a surreal-like state of mind when she is presented with situations she does not want to deal with. It is meant to subliminally draw the player into comforting/supporting her.

Environment choice 2
Who are the artists that created your inspiration pieces?
Chiara Bautista
Why did you choose that particular piece?
The reddish tone of the smoke; we could easily change the tone of the smoke to help emphasize the state of mind Arya is in. It’s got that surreal feel like the other one, feeling much more intimidating than the previous choice’s colors.
What shapes are used in the image?
The form is organic but it is composed of sharper angles.
How does the image compliment the art style and theme of the game? And why?
Going for the ominous feel – it feels wrong and intimidating. The contrast between organic/sharp angles emphasizes Arya’s fluid personality changes.


Characters -



Character choice 1
Who are the artists that created your inspiration pieces?
Chiara Bautista
Why did you choose that particular piece?
The child’s proportions. Her pose is very playful and the oversized clothes all come together to make her look more endearing. I like that the animals look more serious in contrast to her, very guardian-like.
What shapes are used in the image?
Not too many harsh angles, organic-looking. Very skinny limbs on the fox.
How does the image compliment the art style and theme of the game? And why?
Makes Arya look very endearing, someone you want to protect. Arya looks very welcoming, whereas the animals look more serious/real. It’d help make the player feel in charge of Arya’s safety.

Character choice 2
Who are the artists that created your inspiration pieces?
Amei Zhao
Why did you choose that particular piece?
The contrast between angular and the more organic clothing made a good pair. The face and the eyes are very simplistic – making it easier to get a lot of emotion out of such shapes. Geometric limbs make it easier to read her expression through motion.
What shapes are used in the image?
Geometric shapes, angular clothing contrasted with a few organic shapes.
How does the image compliment the art style and theme of the game? And why?
This piece goes more towards matching Arya with the environment. The way color was treated supports the general theme of the environment we were going for.


Tamara's vision for Child No More:


Environment -




Environment choice 1
Who are the artists that created your inspiration pieces?
Thomas Scholes
Why did you choose that particular piece?
Choppy effect of environment will give off gritty dismal, dirty environment Arya is in from the damage done by the war. It uses muted colors, this is the desired effect for the foreground in a day time setting. Plan is to have the background lighter than the foreground.
What shapes are used in the image?
Lots of squares and rectangles with a few splotches. Lots of splintering wood and damaged houses in environment that we could draw inspiration for from this piece.
How does the image compliment the art style and theme of the game? And why?
Looks neutral but dark at same time because of the perspective (camera) of piece. The dark foreground and light background give it the feel we want. The dark foreground brings out the details in the light background and brings out the detail.

Environment Choice 2
Who are the artists that created your inspiration pieces?
Anthony Eftekhari  
Why did you choose that particular piece?
Lighting used and the shapes of the natural environment. Uses squares for rocks and sharp angular shapes for the trees. Likes this one for the shapes used and the lighting which would work well in Child No More.
What shapes are used in the image?
Squares mostly, with rectangles and sharp lines for the trees. There are also splotches for the leaves that aren’t very detailed which is also reflected in the first piece.
How does the image compliment the art style and theme of the game? And why?
Uses Light colors on top and dark colors on the bottom to show depth and shadow. Dramatic lighting effects give us inspiration.

Environment choice 3
Who are the artists that created your inspiration pieces?
Simon Kopp
Why did you choose that particular piece?
Like how detailed the environment is. Has really muted colors in the foreground.
What shapes are used in the image?
Squares and rectangles are used along with straight and slanted lines. This is a messier style that would be nice to model when creating the environment, it reflects the desired nature of the environment.
How does the image compliment the art style and theme of the game? And why?
Image is dismal and has muted colors that give off the feeling of it being in a cold, windy, sad and lonely environment which is the effect we are going for.


Dave's vision for Child No More:


Environment -




Environment choice 1
Who are the artists that created your inspiration pieces?
From preproduction for beauty and the beast. In book Dream Worlds page 40.
Why did you choose that particular piece?
Shape language, lighting and mood
What shapes are used in the image?
Vertical line with very few angles.
How does the image compliment the art style and theme of the game? And why?
It conveys the mood of empathetic and dismal very well.

Environment choice 2
Who are the artists that created your inspiration pieces?
Ronald Searle
Why did you choose that particular piece?
Because of the vision I have for the parallax background. I see the silhouettes playing as the middle part of the parallax. The fog separating the far background having the areal diffusion, from the foreground.
What shapes are used in the image?
Not pertinent to the reason why the image was chosen, but the majority of the image is still vertical line. Very few angles, very little distress.
How does the image compliment the art style and theme of the game? And why?
Expressing the depth in this way (parallax) would lend itself to the environment being so much bigger and oppressive than Arya is.

Environment choice 3
Who are the artists that created your inspiration pieces?
The Gurch
Why did you choose that particular piece?
Color and texture, specifically for anything other than Arya and any of the other primary characters.
What shapes are used in the image?
The shapes are chaotic and non-distinct, they are broken and organic. Even the lines are curved and off-angle.
How does the image compliment the art style and theme of the game? And why?
That lends itself because of the war-theme.


Characters - 




Character choice 1 (Arya, Ferret & Fox)
Who are the artists that created your inspiration pieces?
Loish
Why did you choose that particular piece?
Color, tone, her painting style. It’s a complementary style where it could fit into the environmental styles I’ve chosen.
What shapes are used in the image?
All organic shapes, with softer angles and lines.
How does the image compliment the art style and theme of the game? And why?
It’s a softer style, to lend itself more towards her innocence in a more broken and rigid environment.

Character choice 2 (mood piece for Arya)
Who are the artists that created your inspiration pieces?
Never Alone - Game
Why did you choose that particular piece?
A mood piece that reflects her relationship with the animals.
What shapes are used in the image?
Very organic shapes. Even the horizon line has been blurred.
How does the image compliment the art style and theme of the game? And why?
The image reflects her innocence and the relationship with the animals. The character proportions are similar to what we used/envision for Arya.


Larry's vision for Child No More:


Environment -




Environment choice 1
Who are the artists that created your inspiration pieces?
Jeremy Mann
Why did you choose that particular piece?
Both pieces have darker nature that reflects the dark story. There are small hints of light that would lend well to the story. Love less defined gritty textures that come with images.
What shapes are used in the image?
Has strong square box shape that is nice and imposing. Would be a good juxtaposition to small Arya in a large world. Cooler colors add to the aesthetic and reflect that the world is a cold place.
How does the image compliment the art style and theme of the game? And why?
The big unfriendly nature of the world is what will amplify the story and theme of losing innocence.

Characters -



Character choice one (Little Red)
Who are the artists that created your inspiration pieces?
Hoang Nguyen
Why did you choose that particular piece?
Contrast. The piece is warmer and lighter in value and will reflect Arya better. Less textured than the environment, that can reflect her innocence (being less experienced in life). Rounder in nature which is usually considered a friendlier shape.
What shapes are used in the image?
Rounder and oval shapes which are usually considered warmer and friendlier shapes.
How does the image compliment the art style and theme of the game? And why?
The image conveys innocence in the way they capture the character.


A final decision will be made by the professors on which style we will move forward with.