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Do it in Style (Northern Game Summit 2012)

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Do it in Style (Northern Game Summit 2012)

  1. 1. “Do it in style” Samuli Snellman Lead Artist
  2. 2. Games I worked on
  3. 3. Companies I worked with
  4. 4. I’m going to talk about…• What is art style in a game?• So, Why is it important?• How to be in-style?• Wrap up: The “Take aways”
  5. 5. Why is it important?• Supports gameplay• Increases the overall value and experience for the player• IP and Branding• Creates a world a person actually wants to visit (and revisit)
  6. 6. How to be in Style• Quality• Consistent• Flexibility
  7. 7. Quality• Style should work technically. Loading…
  8. 8. Quality• Style should be understandable, immersive, and appropriate for your user.
  9. 9. Quality• Style should tagline your art.
  10. 10. How to be in Style• Quality• Consistent• Flexibility
  11. 11. Consistency• Style should ensure that visual expectations are met and detail is where it really matters.
  12. 12. ConsistencyStyleguide Art Bible
  13. 13. Styleguide• For finding direction
  14. 14. Styleguide• For finding direction• Eliminates what you don’t want ✗
  15. 15. Styleguide• For finding direction• Eliminates what you don’t want• Keep it simple
  16. 16. Art Bible• Big investment
  17. 17. Art Bible• Big investment• Creates a vision that defines the game
  18. 18. Art Bible• Big investment• Creates a vision that defines the game• Explains all key key categories
  19. 19. How to be in Style• Quality• Consistent• Flexibility
  20. 20. Flexibility• Style should be flexible, not fossilized.
  21. 21. Flexibility• Style should be responsive to feedback and open for change.
  22. 22. Flexibility• Style should be sensitive to the changing objectives, players, and mediums for which one is building a game.
  23. 23. Take Aways• Art style should: Help guide / support the game play / people understand how the game works • Builds theme, story, setting – an immersive feeling, empathy and connection to the characters  Engages the users to stay, relate, connect, spend more through amotional binding. • Increases the overall value and experience for the player • Creates a world that a person actually wants to visit. • Branding and IP • Importantly, meet the standards of the platform your on. i.e. Tight competition in mobile/tablets. More console like production values are a common thing, and players expected more immersive art
  24. 24. • Be in-style by: – Maintaining quality – Being consistent – Being flexible
  25. 25. Thank you.
  26. 26. Samuli Snellman Lead Artistsamuli.snellman@wooga.net

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