Critique a 2D work in progress for me
So I've been making the backdrops for a breakout game im in the process of finishing, and wanted to get your guys oppinions on my latest one. I'm never good at telling how my own artwork looks, I swear I always see something completely different since I know what it is. City Stage Backdrop<
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I'm not mean, I just like to get to the point.
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I'm not mean, I just like to get to the point.
Looks pretty good to me. The use of uniquely opened/closed windows give it a nice natural look ( as opposed to just using the same image for each side, and fliping it ). Is this going to be animated?
Quote:
Original post by ahayweh
Looks pretty good to me. The use of uniquely opened/closed windows give it a nice natural look ( as opposed to just using the same image for each side, and fliping it ). Is this going to be animated?
I'm tempted to animate it, but I dont want to take away too much attention from the actually game. Let alone I'm not quite sure what I could animate in a simple enough way that it doesnt eat up memory.
[ dev journal ]
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.
The windows look a little funny, I think they should be lower-contrast, and have a few more variations than 'on' and 'off'.
-Mark the Artist
Digital Art and Technical Design
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Quote:
Original post by Prinz Eugn
The windows look a little funny, I think they should be lower-contrast, and have a few more variations than 'on' and 'off'.
AS in the yellow is too bright? and as for variations, I try'd doing different brightnessess of the yellow, and it didn't look right to me... but maybe that's me.
[ dev journal ]
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.
Looks nice. I agree with Prinz Eugn however, some more variation, as in, window curtains, human silhouettes, blue tv-screen glare, etc. would be nice. I also think the lit windows could 'glow' a bit more, as well as the street lights. There's some glow around them, but it's too dim so they don't really feel like lights.
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Looks nice but could prove too distracting if any game object is allowed to wonder over the buildings. I would reduce the contrast and desaturate the colors, maybe even blur it a little. This is a background right? You don't want to draw attention away from the game with noisy hyper detailing. You just want to give an impression of a city, not a full on voyeuristic look into the lives of skyscraper inhabitants.
Also, it might be wise to break up the harsh color banding of the fade from black to red in the image center. It could prove distracting too, and its easy enough to hide with some dithering.
Also, it might be wise to break up the harsh color banding of the fade from black to red in the image center. It could prove distracting too, and its easy enough to hide with some dithering.
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Quote:
Original post by freeworld
So I've been making the backdrops for a breakout game im in the process of finishing, and wanted to get your guys oppinions on my latest one. I'm never good at telling how my own artwork looks, I swear I always see something completely different since I know what it is.
City Stage Backdrop<
It looks good! Is anything going in front of the gradient, though? I'd imagine some diffused building shapes could help in there either way.
Quote:
Original post by freeworld
So I've been making the backdrops for a breakout game im in the process of finishing, and wanted to get your guys oppinions on my latest one. I'm never good at telling how my own artwork looks, I swear I always see something completely different since I know what it is.
City Stage Backdrop<
It looks good! Is anything going in front of the gradient, though? I'd imagine some diffused building shapes could help in there either way.
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