The Sound of Wizards’ Duel

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As Wizards’ Duel Art Director I have the mission to find music and FX for the game.  Besides my visual work, I play music too, and I’m in touch with some amazing collegues and conductors, but given that Wizards’Duel is at the moment a no budget project, I didn’t mean to offer them an unpaid job. At the same time, every time Luca and I discuss about gameplay and I’m on WD arts I feel themes and sound moods in my head. I’m in both indie and classical music, I play guitars and sing in a brand new band called BIMBI LASER (electro funk). On soundcloud you can hear my last two pop/low-fi EP, Pirotecnica and The Rash Hero II. Continue reading

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Concept Art vs Game Design

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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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Palette: how to get a pleasant megrim.

NES Color Palette

Original NES Color Palette

I’m an artist. Not a designer. I enjoy colors, their born, their death and their story, but I’m not a scientist. I do not like to calibrate every single number and letter in RGB or html color’s code.

But as I said before, choices are the bases of what you wanna do and color measurements are the begin of that choices. I had to study a bit due my lack of experience in pixel art, and I found out a HIDDEN WORLD about palette in low resolution games.

I.e. NES 8bit had technically 64 colors but its sprites had to be depicted in 3 colors only (plus one trasparent), and only 24 could be used at the same time on screen.  On SNES we could have 15 colors for every sprite and 256 on screen out of 32,768 colors.* Continue reading

Heretical pixel art!

S&S’ inspiring screenshot

I love to mix things. What could have been art without mix?

While mixing with others men all over the world we share ideas. As in genetic, this make ideas’ purity lower but make ’em stronger. I said Wizard’s Duel will be a 2d pixel art game, but it will be not legit, and sure it will be not pure. We need quick work here. But we live in great days: I can mix pixel art with everything else obtaining great results and nobody will kill me for this. (Don’t you?). So, as Leonardo da Vinci told me, I will use textures to obtain pleasant battlefield, nice to be looked by players. This means that the games will probably looks somehow photographic (shiver among the crowd). Continue reading

Art’s Choices

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When I chose to develop arts for Wizards’Duel, I knew that time would have been strict. I’m a 32 years old professional portraitist, married, with two children… I need time for buckle down on my work and studies, so I knew that my efforts on WD would have been limited.

But arts is to take beauty from what you have, doesn’t matter if is gold or clay. Contemporary art and ancient masters as well still teach us that Continue reading

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