|11 November 2012||#1|
Join Date: Jan 2010
Video Game Dust Cover Art
I have created a video game that is being published in the next weeks.
It's been a struggle to get a nice illustration for the dust cover despite having the services of a small studio. I decided to make the illustration myself, and I know it could be better. I'm not a 2D artist but I consider myself an enlightened 3D amateur so I did what I could. I asked the studio to take care of the colorimetric conversion, whose results seem ok (but I'm not a specialist), but they also made some changes in the composition, which I don't like. And here are my reasons :
- The bckgd is now closed up and to close. This is an adventure game, I think the bckgd should be open and far to suggest it. Plus the building on the right being so big now is overwhelming the character next to it.
- They insist on making the perspective right (hence the higher horizon) where I don't think it's essential, I've seen several game covers that don't bother with having a 100% accurate perspective. To me it's more about conveying a dynamic image.
- I also want a low horizon because the game happens in a flat sahelian country and the sky is so big there. It's part of the identity of the setting.
- They want to "ground" the characters because they seem to fly. So? I think it looks more dynamic with the characters slightly above ground, and this kind of levitating pose is used a lot in comics illustrations and animation.
- Incidentally I guess the studio version of the title is ok but, again, inconsistent with the setting. The studios font has a middle-eastern feel to it, not african like it should be.
Anyway, I'd be happy to have several opinions and comments on this cover from people who have experience in game art. And I know there is a lot of you around here! ) Straightforwards critiques are welcome, it's all about learning!
|11 November 2012||#2|
Join Date: Mar 2007
I think they are right in grounding them, especially the character in green. his foot is in a flat position, if he was about to set his heel to the ground you could maybe float him a tiny bit but no it looks kind of silly to be off the ground.
also in your version the character look gigantic, but i do get what you mean with the "openness" of the landscape, your feels rural whit their feels more urban.
one more thing is their ground shadows of the characters are better.
and you are right about the font, although it's quite heavy it is more African.
|12 December 2012||#3|
You should take a look at film posters because that is exactly what you are trying to make. Its probably too late now but for future reference look at how successful posters use elements to give the most powerful impression. These covers are a bit broken up by the use of tone, colour and arrangement. You want to organise thing a bit so that all the elements work together.
Pretty difficult I know
Still check out posters.
The terminal velocity of individual particles is directly related to pink rabbits on a bank holiday.
Characters, Games, Toys
|12 December 2012||#4|
Join Date: Sep 2003
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
|Thread Closed share thread|