The Free Realms Filter

1,248 views
1,189 views

Published on

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,248
On SlideShare
0
From Embeds
0
Number of Embeds
593
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

The Free Realms Filter

  1. 1. The FREE REALMS Filter:Creating and Maintaining an Art Style Across all Media Rosie Rappaport Sebastian Strzalkowski
  2. 2. INTRODUCTION• Style – gives a game its identity• Consistency – Ties identity to all media• Commitment – Ensures consistency of style across all departments
  3. 3. Pre-production• Define the style: 2D and 3DProduction• Build and iterate• Keep the team and everyone else on stylePost Production• Continuing Support• Continued Content Creation
  4. 4. PREPRODUCTIONDeveloping The IP Style
  5. 5. Core wordsWhimsical, Playful, Hand-crafted, Vibrant
  6. 6. Concepting• Concept art is a critical element in developing consistency within the game. Maintain flexibility and willingness on the team for resets and redos• Goal - to develop a "style filter" that can be applied to anything to make it look consistent with the game.• Collaborate with stakeholders to define the terms of look and feel
  7. 7. Types of Concept ArtConcept art and building out• establish silhouette, form language and line for all assets (show examples)• environment paintings- establish style through color palettes, textures, and shapes (show examples)• Character development (show examples for concept to completion)
  8. 8. Color Keys
  9. 9. Color Keys
  10. 10. Character Design Iteration
  11. 11. Silhouettes
  12. 12. Environment Shapes
  13. 13. Building and Iterating - Slices • Build • Review • Check point with stakeholders to recalibrate goals • Iteration (Focus and Polish) – being flexible, each time going forward take a small risk, Acknowledge constant risks and failings, moving forward based on successes
  14. 14. Building and Iterating - Slices “Focusing the lens”
  15. 15. Character Design Iteration
  16. 16. Environment Design
  17. 17. Environment Design
  18. 18. Style GuidesDevelopment of Style guides for artists• Environments• Characters• UI and 2D presentation including Mini-games• Special Effects
  19. 19. Form Rules
  20. 20. Color Palettes
  21. 21. Texture Palettes
  22. 22. Characters
  23. 23. In-game Presentation• Strong color associationswith in-game categories
  24. 24. Contextual Color Scheme
  25. 25. Icon Style Guide
  26. 26. Recurring 2D Imagery
  27. 27. Recurring 2D Imagery
  28. 28. Recurring 2D Imagery
  29. 29. PRODUCTIONMaintaining the Style
  30. 30. Building and Iterating – The Whole Pie• Daily sub team meeting for schedule progress review and questions. All completed assets are then reviewed and approved or returned to the artist with noted changes. (DevTrack and Bulletin Board) – Daily sub team meetings – Scrum card reviews – Weekly reviews• Iteration – being flexible, each time going forward take a small risk, acknowledge constant risks and failings, moving forward based on successes• Check point with stakeholders to recalibrate goals – Scrum + Devtrack
  31. 31. Clothing
  32. 32. Character Consistency
  33. 33. Consistency through re-use
  34. 34. Collaboration with External Stakeholders• Development of Key Art - Collaboration with Ad Agency to use the established style to develop branding building blocks which are then integrated into the game.• Embedded marketing artist – Embedded artists from other departments sit with the Dev team and take direction from the Art Director• Development of website, collaboration with web developers (show examples)• Embedded web dev artist
  35. 35. Collaboration with External Stakeholders
  36. 36. Logo Development
  37. 37. Mascot
  38. 38. Branding Key Art
  39. 39. Branding Key Art
  40. 40. Branding Key Art
  41. 41. Web games
  42. 42. Comic Book
  43. 43. Web development
  44. 44. Website UI Elements
  45. 45. Web banners
  46. 46. Trading Card Game
  47. 47. Trading Card GameDevelopment of Trading Cards The style of the individual artist should shine through but also conform to the "style filter“ color, line weight and character and environment portrayal Style guides and thorough feedback on the roughs and finals
  48. 48. Characters in various media
  49. 49. Characters in various media
  50. 50. Television
  51. 51. Television
  52. 52. POSTPRODUCTIONMaintaining the IP Over The Long Haul
  53. 53. Becoming more hands off• Investment in keeping the art style consistent through feedback and approval process during previous phases ensures other departments can now move forward with clear understanding of key elements that keep the style consistent.
  54. 54. Successes• Large team with a unified vision of style – “MMORPG Quote”• Consistent style gave artists tools that encouraged creativity and innovation• Commitment to style provided common goal• Developed strong and trusting work relationships

×