Concept Art vs Game Design


Aye, there’s the rub! Unlike pure paint, concept art has always a purpose over the aesthetic message. As previously shown , at the moment we’re focused on the fire stage with heretical  pixelart mix, but to take a break by all that red, black and yellow I spent some time on the Frozen Spire’s concept, the ice level. When I’ve finished this piece I was so proud of it because of the calm and majestic feeling it has… To me its visual strength is getting close to the big games I was inspired by: Hyper Light Drifter, Sword and Sworcery, Bastion… Can you image it with an animated layer of falling snow and the shaking pines on foreground? Add some wind fx and a minimal cold echoing OST and here you have such an immersive stage to interact with… But no.

In fact, more than others genere, turn based tactical games needs specific requirements for visual assets. Despite my will to turn around the tactical visual usage, elements in this concept just can’t fit our game design.

Those wonderful mountains.

Wizard’s Duel will allow the player to morph battleground with his spells. In example the Earth spirit will accord you the power to low rocks and rise soil in every square of the game’s grid. You will be able to carve a way through mountains and stop enemies’ wave with a wall, but using 2D this can be true only if any graphic element fits grid’ slots.

More, the player’s avatar must not disappear behind too elevated ground elements. I’ve considered semi transparent objects as a valid option, so that the character could walk abaft walls being still visible, but this would not solve how to represent a vertical path carved into rocks that must be showed in someway when opened.

The only valid solution we found is to divide objects into chains of  32*48 tiles, so that wherever the character raze it down the tile can be exchanged with plain ground, or a pit if he used enough magic for create a hole.

And so at the end a damned tileset will be used nonetheless my will to avoid ’em. But with an eterodox approach to the whole thing and well established arts stages should appear very different by any other tactical game you played before. Luca is scripting my scenographic elements together and very soon we’ll show you first in game screenshots!

So, subscribe and never miss a post for keep yourself updated on our adventure!


Daniele Lynx Lasalandra






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