Art Bible - GoldenRhinoStudio/CursedHeaven GitHub Wiki

This section is a living document, the main guide to the art that we plan to use while making the game. This document presents the ideas for the art direction of our project.

This document may be subject to changes in the production of the game.

Art Bible Index

References

The main reference for our game will be Final Fantasy Tactics Advance but with the spirit of making a new game, we will make a lot of adjustments to the game art style. Mainly we will use 8 different directions instead of 4 and the particle effects will be completely different. Other references for the creation of this game will be Transistor and The Binding of Isaac. These games represent what we want to achieve visually with our game, in this mood board we show the main ideas.

Mood Board Mood Board

Game Style Concept

In this section, we show concepts, examples sprites and color palettes of the different characters and the different scenarios of the game, many of them very reminiscent of the Final Fantasy series

Characters & Color Palettes

Information about the main characters of the game, the colors that they are associated with and a final sprite for referential purposes.

Black Mage

The Black Mages are a wizard typing surrounded by shadow, they wear robes consisting of a blue coat and pointy hats, usually yellow. Their faces are usually not visible and their faces are dark except for their bright yellow eyes. A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells.
BlackMage Rogue
DragoonKnight

Rogue

An agile warrior with powerful skills with knives, daggers and fast dark magic to make quick work of enemies.

Lurking in the shadows, adhering to no laws but his own, he punishes the wicked, proudly living with the wealth he steals. Thought by many to be mere common criminals, some would say they play an unseen hand in society.

Rogue Rogue
DragoonKnight

Dragoon Knight

Dragoons are powerful physical attackers who wield spears and lances. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. Dragoons are sometimes more directly tied to dragons, such as owning them as pets or otherwise befriending them.
DragoonKnight Rogue
DragoonKnight

Tank

An ancient elemental of the earth, arrives pulling out heavy punches and using the power of the eart in his advantage to deliver maximum damage.
Tank Tank
Tank

Old Man

A misterious old man that follows you on your quest misteriously
OldMan Oldman
Oldman

Scenarios

Information about the different maps and proportions of the scenarios.

Scale

A character in a 4x4 grid of tiles for size comparison

Size

Size

Character size comparison with the ground

Tile Maps

Level 1

Map Map

Level 1 tileset example and color palette

Level 2

Map Map

Level 2 tileset example and color palette

Level 3

Map Map

Level 3 tileset example and color palette

Boss level

Map Map

Boss level tileset example and color palette

Camera

The camera will be positioned isometrically and it will be fixed in every room. When you change of room the camera will play a little camera animation. The shadows drawn of objects and character will be neutral like those of a cloudy day or noon. [Put an empty isometric map]

Visual Hierarchy

We will use mostly saturated colors for the characters and less saturated ones for the scenarios as seen in the previous color palettes.

Hierarchy

Color square of darkness and saturation

Level of detail

Character detail

The character will have a height of 38 pixels and a width of 22 pixels average, special characters will be bigger depending on necessity

Character

Base character sprite with size reference

Map detail

The tiles will have a height of 26 pixels and a width of 46 pixels average.

Tile

Base tile sprite with size reference

UI graphics

The objective of the visuals of the UI will be to make it clear and eye-catching basing ourselves in Final Fantasy Tactics. The font of our UI will be the same that in the original game

Shop UI example dialog & action menu

This will be the color palette used in the game UI, used for dialog bubbles and buttons. UIPAL Base color palette of the UI

Main Menu

The main menu will consist of an animated background, the game title in the center and below on the center the buttons to access the game. Choose Character Initial

Main menu concept

Also the design of the character selection screen

Choose Character Initial

Character selection concept

In-game Menu

This will be the layout of the in-game menus in which we will use the previously said color palette

Technical sheet

Character Menu

In-Game Menu's Display

Pause menu

For more information see UI document

Art Technology

All the information for the software that will be used in the project and the technical use of the files

Art Tools

Software that will be used in this project

Photoshop

Clip Studio Paint

Tiled

Aseprite

File Format

Every final image for the videogame should be exported as a png with a transparent background.

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