This mock up will save our world!

MockUp1024_01

 

“Any fool can complicate things. It takes a genius to make things simple”.

Woody Guthrie (or Albert Einstein)

 

After my last ice level concept, and its crash against the Game Design’ requirements, I was quite afraid Wizards’ Duel aesthetic would have been turned in some shoddy pixels sh#t. Continue reading

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Concept Art vs Game Design

MockUp01

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.

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Introducing Wizards’Duel Arts

Mage's Duel03Hi, I’m Daniele Lynx Lasalandra, and I’m the Wizard’s Duel art director and artist.

First time Luca explained me his projects for Wizards’ Duel (from here on WD) I’ve been mesmerized by game concept and gameplay. He asked my advices on spells combos and bosses, but he didn’t mean to develop graphic more far than a roguelike Ascii style . Days later I found myselft imaging the characters, enemies and locations… And I realized that such a good game Continue reading