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Concept Art

Howdy! Hope youre ready for the weekend (where applicable) I am! But before that, stay tuned for a devlog which, this week, will be about concept art. Concept art is crucial for getting an idea across from my mind to Gs modelling prowess, as well as for planning regions and level design ahead; so that the rough layout of various levels will be known in advance, before getting stuck in with Unreal. --- Author: Fredrik "Olaxan" Lind --- We need concept art for a lot of things, actually; from robots, to regions, to buildings and general atmosphere. Heres three recent pieces showcasing a different architectural vibe than the red cottages were used to seeing.


We want these buildings to look like theyre built from scrap metal, which makes sense for our setting while also feeling a bit familiar, like an RV, or a shoddy house extension one might have seen. Our game should feel cozy where robots live, so concept art must feature some lived-in detailing: like coffee pots, garbage, or tablecloths. These kinds of concept art documents are meant to convey atmosphere more than serve as a 1:1 modelling blueprint: to provide a reference point for Gs to work towards, while still being able to take creative liberties and improvise. Sometimes theres a need for concept art thats a bit more technical:
Previously theres been images of our many variations of robot concept art this one digital. This one painted with pen and aquarelle:
But drawing robots is difficult often you cheat with perspective and hide imperfections with an overabundance of details and overlap. This becomes very hard to follow when handed over to a 3D artist! Thus this, an attempt to boil down the essence of how I tend to draw robots into a simpler, easier method to follow. A sort of robot tutorial.


A different kind of concept art is the region overview, as described above. Level design can be quite fun, and definitely the subject of a future devlog, but it helps a lot to have a reference so why not draw one? Heres a rough overview of Newtram, a previously unseen area of the game.
with a continuation down into Lower Newtram.
Concept art is often done digitally. I tend to work more quickly with pens on paper rather than digital, where you can fuss over infinite detail. The process for completing a piece of concept art in aquarelle which, mind you, is MUCH slower than its digital counterpart, but more fun to do is as follows: Sketch out the basic idea in pencil.
Fill in contours using ink pens I use Micron fineliners.
To preserve white space, I use liquid latex or masking fluid to block out things like reflections and pupils.
Before doing a pass of aquarelle and removing the masking fluid which is GREAT FUN!
Those are a few of the uses we have for concept art when developing Mechanical Sunset. Theres more to be said, but as of posting this particular message its officially weekend! Until next time!


[ 2023-01-31 10:59:37 CET ] [ Original post ]



Mechanical Sunset
Gumlin Games
  • Developer

  • Gumlin Games
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 11  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

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  • Review Score

  • https://www.gumlin.com/
  • Website

  • https://store.steampowered.com/app/1946760 
  • Steam Store

  • a Restless wanderer

    The City of Machines wanders restless through the barren wastes. Here, everything is machines; even the inhabitants. Ever onward, the City chases Optimum: the last, fleeting oasis of time left in the world.


    However, A New Threat Looms On the Horizon.

    a Mechanical Puzzle Adventure

    Mechanical Sunset is a mechanical puzzle adventure. In the game, the player will get the chance to explore The Wandering City of Machines; a place its robotic inhabitants have made home. This is a bizarre place where the warm, inviting lights of a cabin mingles with heavy machinery, cascades of sparks, and forests of wire and pipe.




    On their way through the metal jungle, the player will have to learn to operate the aging machinery; buttons, levers, gauges and lights guide you as you awaken the slumbering leviathan.

    Features

    • Navigate through the bizarre and unfamiliar world of the Walking City of Machines, where
      mechanical meets countryside comfort.
    • Encounter obstacles that must be overcome by learning to operate large and unfamiliar machinery.
    • Learn to interpret what the machines are telling you by reading indicator lights and gauges;
      connected to accurately physics-simulated components.
    • Manipulate the world around you using old, analogue control panels. Satisfying buttons and
      chunky levers are your means to get the old machines running again.
      • Careful: the inattentive player may end up breaking the machinery and have to rely on
        alternative solutions to get what/where they want.
    • Talk to the interesting robotic lifeforms around the City.
      • Discover their Wishes, Dreams, and Ideals.
      • Help them With their Tasks – Or Don’t.
      • Ask them for help with puzzles that you can’t crack on your own.
    • Discover the truth behind the temporal apocalypse.
      • Time is freezing, and it is up to the player to figure out why, and how to stop it.



    This is a game for people who like pressing buttons.
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