Advertisement

Consistency and polished looks on your game, how ?

Started by September 10, 2005 05:02 AM
3 comments, last by Foot Soldier 19 years, 5 months ago
Hi, I consider that one of the polish factor of your game is consistency in art throughout your game. I know what I want but lately I'm having a hard time describing it to my artists. The result is somehow mixed between good and bad. Good because actually the art my artists produced is good but bad because I just can't seem to decide wether it's polished (consistent) or not. Anyway, please take alook at these screenshot : coverGUI stuffgame screenshot the game screenshot isn't finished yet, there'll be some ingame GUI in it but I hope you get the gist of it. Mostly my question is : do you think the art feel of the game judging from these 3 parts of the game is consistent/polished enough ? If not, how can I reach that professional looks ? Any other comments on the art and suggestion on how to make it look professional will also very helpful. Thanks
Ride the thrill of your life
Play Motorama
Those screen shots look quite polished. I could suggest a few things anyway, but I think youre probably already using these ideas:

- Create a colour pallate for each area of your game like, menu / gui / levels.
- Stick to two or three fonts.
- Keep all the bits of your game consistent in their design. Menu buttons should all be one colour / font.

Thats all I can think of, best of luck!
------ ----- ---- --- -- -Export-Games.com is searching for talented and friendly developers. Visit our Help Wanted post for more info!My Indie development uber Journal - A game production walk through.
Advertisement
a limited but focused color palette is definetly a great idea. Also keep the GUI stuff focused by reuseing the same design elements (same basic window design, same fonts, etc).

As for game graphics, put the focus on whats important to the gameplay...for example in your screenshot the most important part of the ground the bike is rideing on is where it meets the sky...everything below that is unimportant..so focus and place emphesis on the surface area the bike touches, not on the rocky/mud texture below it...the trees are nice and all, but if they are not obsticals needing to be navigated around, instead simply being graphical elements...so it might be wise to reduce the contrast on them a bit inorder to maintain focus on the ground surfaces and bike's location...the trees as they are now simply draw too much attention from whats really important.

As for the GUI shot, its kinda hard to "read" graphicaly...by that I mean its split up into too many innerelated "windows"...the bike has one "window", rider another when it could read better if the bike "window" were a child of the rider "window"..same with the track "window"...this way it becomes much more apparent that when players change riders and thus certain bikes and tracks become unavailable to the new rider, its clear that it was switching riders that caused this.
I think it looks good, especially the menus. I woukdn't change them at all, very professional looking.

I think where it looks inconsistant, it the characters and trees have a matching style, but the ground is very simple and repetitive. If you make the ground look the standard of the rest of the art, it will look excellent.

Also, the characters dont look as sharp as they could. A little blurry.

Good work overall, though.
Sure is a big 'ol world.

This topic is closed to new replies.

Advertisement