Tuesday, 30 August 2016

Printing and Binding

After final presentation we printed and bound our pitch bible. We used 160gsm linen paper as it gives the bible a canvas like texture that replicated the painting theme. we bound it using double sided tape and black tape over the top and it looks pretty crisp and we are we are really happy at how it's turned out.

Monday, 29 August 2016

Final PDF

Here are the final spreads for our pitch bible. I think we worked super well together as a team. We all contributed in our own ways and were able to have some really detailed and beautiful images. Most of the images had more than one person's contribution to the final output as well, and we managed to pull together and adjust to a similar style. This is one of my first super positive team experiences and I wouldn't change a thing! Super proud of our team and the pitch bible! Was awesome working with Will too! I think we got the best writer personally ;) Super easy to work with and really open to our ideas and letting us take creative license with his concept!! Hopefully we get to work with him in the future at some point!









WHAT I DID. 6 PAGE SPREADS



Rationale

As a disjointed reality where Ermine's can escape their paintings, we decided to make the world a little off-wack and wonky, gloomy but with spirit. Will wanted there to be heavy contrast between  the painting worlds and the real worlds in terms of style. He imagined it all to be painterly in style, but let the colour create the contrast between the real world and the painting worlds. We felt it important to set the scene as a way to make an impact about the aim of game.
The cover page exposes the adventurous spirit to the game and poses ludovico as his cheeky mischievous self, while also posing the nazi characters as the antagonists. We also tried to balance Ludovico's relationship with Cecilia (the woman from his painting, and his best friend) who was stolen. However although a key character in the concept of the game, she doesn't necessarily appear in the gameplay as anything other than an end goal. However we felt it important to reference her as a key character by placing her on the cover page as a painting that Ludovico jumps through, in order to help set the scene for the main mission of the game. 
The illustration for the intro page aims to set the world inside the walls of Wawel Castle. We felt it important to visually showcase where the game is set, and what's going on in the world of the game. Which is why we decided to pose the castle in the middle of a war zone (to also fit the theme of the game - nazi takeover)
The character page reveals the 3 main sets of characters. The lead player (Ludovico), his allies (the paintings) and the antagonists (the Nazis). We showed it as a separated interaction between Ludo and the paintings vs the Nazis.
For the World, we wanted to showcase the difference in the two words in terms of style. The aim was to make the real world more structured, firm, yet wonky (using outlines) and dark colours... Meanwhile the painting worlds are more loose, painterly, bright and abstract. Through this spread we also wanted to demonstrate Ludo's interaction with this transition and give a sneak peak of how the characters in each painting can interact with him. 
The gameplay aims to further expose the world of Fur and Fury. In doing so, a cross section of the castle, clearly shows how different levels can expose increased damage and a wider variety of objects /  weapons Ludovico can use in order to.
For the team spread we wanted to keep the style consistent with the rest of the pitch bible, so we decided to do a parody of ourselves as famous paintings hanging a wall in the real world. 

Final output

After a long long weekend, we've finally come to the finish line. Here's what I got up to over the weekend in terms of colouring and layout:

Initial gameplay layout

Final layout and colour for gameplay spread




Adding interface and sprites
Adding interface and sprites
Adding interface
Colouring little ludic for the intro page
Medium health icon
Little ludic for intro page colouring
Colouring of the nazi sprites



initial background for character page

Fixing the character spread to make it less congested. I feel like it still needs work, but it's way less congested now than it was in terms of image placement and text placement



Sunday, 28 August 2016

Team Illustrated Back Page

So for the back page we decided to do Each of us as famous paintings. Olivia photoshopped our faces to the paintings and then I drew them up. Olivia inked them up and blocked the colours in and then I finished them off.













Progress for spreads.

Gameplay Spread

I'm still struggling quite a bit with this spread. Colours and layout are just doing my head in and I can't quite seem to get it right. Atlas it looks 10x better than before though.

gross

attempting to take the colours from the intro page and muffle it out a bit so it doesn't distract from the already hectic and crowded content. decided this still doesn't look cohesive. /looks gross


The aesthetic of the gameplay spread was doing my head in, so I decided to begin colouring the interface icons.


more on the interface icons



Current progress of the gameplay spread. Layout is looking a lot more organised, I'm just still uncertain about the colour and aesthetic of it. I tried the dark blue to try and make it fit in with the character page which is also quite congested.

gameplay fitting into the grid




Character Spread

This spread is split into three sections to allow room for Ludovico and the paintings on one side, text in the centre, and the Nazis on the right hand side. Since this is our only spread divided like this, I decided in order to make this spread relatable to the narrative, I would make the split like photo frames. Here's the progress:
















Long day

After a long week, and a long day, we decided to take  a break and celebrate what will be our second to last time meeting up as a team! #feedthefurandfuryfam
Yes... This post is most definitely necessary. Pizza is life.


Saturday, 27 August 2016

Gameplay progress

 Here's my current progress on the gameplay spread. I'm really struggling on how to make the background and illustrative content fit well together and look cohesive as a spread. Here's what I have so far anyway

Cross section map


Cross section and tablet. Game-play spread


initial idea ( dungeon underground)


Bailed on this idea


Awaiting on the hallway background for top section of gameplay cross section

Trying to sort out layout and background