The next phase of the Box O Zombies line involves taking the art style and narratives in new, fresh directions. Rather than starting from scratch, we are playing off the first run in order to really expand the sense of discovery and unpredictability. We are starting this new universe with the iOS game and a new line of toys focusing on survivors. The two will interact with each other in a very cool way. The narrative of the game and the new art direction, really help us contribute to the genre with diverse characters that begin to feel a little different from the norm. As we begin to roll the world out, it will open up to more possibilities and unexpected turns. Hopefully, the plan will be executed in a manner that people can appreciate.
The Road to C2E2
The path has been set since late October. C2E2 is down long stretch of road. A production plan has been roughly blocked out. New toys and a game must be ready for the masses roaming the maze of pop culture t-shirts, comics, action figures and if we are as lucky as last year, Bubble Man! (or was that wizard world in which he graced us with a booth?). It is at C2E2 where the Box O Zombies game, and how it works with the new toys, will be demonstrated. The new line will not only be cool little sculpts, they will be game pieces. So scanning a figure into the game using NFC data, will unlock a character and some special abilities.
Now with that made clear, new challenges are presented for art direction. On top of an overall update and improvement on the art style based on what we have learned, the art direction has to walk a fine line, pleasing two mediums. It has to create a feel and temperature for the universe while working for a pixel art game. On top of that it has to make sense for a 3″ printed figure. This has been a challenge but incredibly fun. The concepts have to be consistent, meaning that they characters can’t feel dramatically different as pixel art, concept art or a sculpture. Otherwise the sense of connection to the characters across the mediums will be lost. So there is a fine balance of creating interesting detail that builds a character history and design, while still being able to translate key details with simple pixels and more complex sculptures. Where as too fine of detail, will lead to quite a bit being lost in the two different conversions.
(Early concepts of some survivors along side early pixel conversions. Both have since been updated to find the a better balance. This includes updating the pixels to match details, replacing Able’s rifle with a flashlight and giving Nathanial a cast. It also includes bouncing back to the concepts and injecting a bolder color design. Illustrator Vicky Kao has done a great job bringing character’s to life through pixel art and animation.)
This time around the characters are pushed towards a more stylized, painterly feel. This was a case where it served an artistic and practical purpose. Now characters can be given more energy and interest with harder edges, simple strokes and pushed proportions. So if we encounter a character who may seem pretty plain in description (Nathaniel for example), we can ramp up his appeal with the art style. It also is easier to convert to pixel form, due to some key components are already exaggerated. A good example of this is Abe’s lanky figure, round buckle and over-sized hat (get it, it’s an over-sized hat). The simplicity also lends itself to manufacturing, if characters can be strongly and uniquely defined with a less detail, it makes them cheaper to produce. It took awhile to fully develop the new art direction, but eventually we found a nice harmony amongst the many variables of the project.
Production is at full steam, but it is still a bit too early to reveal game details. The next entry will begin to pull the curtain back ever so slightly, so if you close one eye and look through the slightest of cracks; you will sneak a peek at what will be shown at C2E2. This includes more concepts, pixel art and introductions to new team members.Over the coming entries the blog will flesh out the overall art direction of the game. Don’t stop looking at words yet! More words below!
Featured Artist: Vicky Kao
The developer Diary will introduce a member of the art team with each entry. It is a small group of young artists, some still students. However, it is an incredibly talented team worth highlighting. They all have great abilities and provide lessons to any artist through their work.
This week we have Vicky Kao, an illustrator on her way to graduating from Columbia College’s Art and Design Department. She has a great range of anime style illustrations that bleeds into more surreal imagery. She modestly is hesitant with animation, but has a great sense of movement and the ability to capture a character’s energy. She is definitely an artist to follow and you can do so by clicking letters, that reference some code that makes your computer show you lot’s of cool things. Click the letters below.
For more updates from Anthony Sixto, stay tuned!