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.
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
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
Information about the main characters of the game, the colors that they are associated with and a final sprite for referential purposes.
| 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. | |
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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. |
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| 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. | |
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| 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. | |
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| A misterious old man that follows you on your quest misteriously | |
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Information about the different maps and proportions of the scenarios.
A character in a 4x4 grid of tiles for size comparison
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Character size comparison with the ground
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Level 1 tileset example and color palette
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Level 2 tileset example and color palette
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Level 3 tileset example and color palette
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Boss level tileset example and color palette
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]
We will use mostly saturated colors for the characters and less saturated ones for the scenarios as seen in the previous color palettes.
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Color square of darkness and saturation
The character will have a height of 38 pixels and a width of 22 pixels average, special characters will be bigger depending on necessity
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Base character sprite with size reference
The tiles will have a height of 26 pixels and a width of 46 pixels average.
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Base tile sprite with size reference
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
UI example dialog & action menu
This will be the color palette used in the game UI, used for dialog bubbles and buttons.
Base color palette of the UI
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.
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Main menu concept
Also the design of the character selection screen

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

Character Menu

Pause menu
For more information see UI document
All the information for the software that will be used in the project and the technical use of the files
Software that will be used in this project
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Every final image for the videogame should be exported as a png with a transparent background.