2D Animation | Visual Development

Graphics production schedule:

Above is my production schedule. I have included as much as possible to avoid confusion and make my schedule more streamlined. I intend to follow this as closely as possible.

 

Mood Boards

Above is the mood board giving my inspiration for the princess. Central to it is Lara Croft, this is to show the other part of the princess when she decides to go after the prince further into the game. This will help to give me an idea of how her costume will change/ personality will progress.

My world will incorperate a style similar to that of mario or sonic, as the iconic style can be eye-catching when adapted correctly. For example, Fez became a very iconic game just from putting a twist on the chosen style, at least using it as a baseline, or something to go off.

Concept Art:

 

For the concept art I presented my ideas to my Girlfriend. Seeing as I am horrible at sketches she offered to help with concepting everything. Below are the sketches of the princess before I began to transfer them into pixels.

 

Above is the concept art for 2 princess skins. These will be used in the shop and will have a blinking animation.

Above are the different hairstyles that other skins for the main character might have. I am yet to incorperate this but it is a good concept and helps to project just how customisable I am aiming for the game to be.

 

Level designs:

Both current levels in the game do not have the backgrounds added, but examples of these can be found further down the page under the heading labelled “Tile Maps”.

 

Sprite Sheets:

Princess skins:

Above are 2 sprite sheets showing the animation for 2 of the princesses idle. In both images the princess is blinking, this is used in the shop when buying a different skin for the princess. I chose the pixel art-esque design as it fitted perfectly with the game. The colour of the dresses directly contrast that of the background, making the main character pop from the screeen.

 

Enemy skins:

Above is the animation for the shuriken enemy, a variant of what the robot will use as “minions”. In contrast to the princess, the enemies have a more dull look about them, showing how they are less important compared to the player.

 

Tile Maps:

 

The tile maps shown here will be used in the game for creating both the background and foreground (the platforms and portal on the left, and the backgrounds on the right.)

Below is an example of what the background will look like:

 

GUI Elements:

Health, Lives and Coins stay with the player (currently the green cube) as you’re playing the game.

 

 

Menus:

 

 

Week by week evaluation:

My week by week documentation of my progress can be found here.

 

 

Checklist:

Project   3 Visual Assets/Graphics Checklist

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Graphics Production Schedule

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Mood-boards. 1 for inspiration. 1 x to ‘represent’ what your game will look like  t
Concept artwork – level designs, objects, characters.  t
ARTWORK:
Sprite sheets  t
Tile-maps  t
GUI elements  t
Menus  t
Blog Page called Graphics   with a week by week  evaluative   commentary of your progress, decisions etc…  t