God of Blunder: Background Environment Art

God of Blunder was a university group project. Our goal was to make a point and click adventure game with 2D layers and characters for the IPAD. The game is about a young viking named Oster, who has to save the world from the malevolent God Fenrir. My role was to create the art after Sam Baldry designed the rooms.

My biggest challenge was coming up with the right perspective, getting an art style that worked well with the animations of Sam’s characters and dealing with deadlines with coming up with backgrounds with high standards in detail (set by me really… ouch). The Backgrounds are 1024 in resolution for the Ipad, but the raw and true quality used to paint these on Photoshop is 4096 width images. Hence why I show some detail shots of the rooms. Each of the PSD rooms come with layers and layers to make any change possible.

This game was made possible thanks to Estelle Tigani, Samuel Baldry, Darcy Rayner and Aaron Wong.

Further information regarding the game and credits is here.

In order to pursue self teaching and a portfolio focused on 3D Environment Assets and Art I have handed my position to Luke Sayers as Brontide team will continue to work on the game outside of university.

Dinning Room

The first room after the narrative of GOB. The Dinning room is composed of two rooms, hence the wide screen ratio of 8:3

Closeup detail of chairs, the table and background elements. Coming up with concepts for the chairs was a lot of fun.

Closeup detail of chairs, the table and background elements. Coming up with concepts for the chairs was a lot of fun.

Kitchen

The kitchen was a room used to obtain objects to solve puzzles to move forward in the storyline of God of Blunder

Owl Candle Holder

Another detail shot. My favourite object in this scene is the Owl candle holder. I remade the candle holder after it had a strong “African” art style  The outcome could not be better!  I am showing close-ups because a lot of the work and detail put into the backgrounds is lost after image size reduction.

Window Detail

Showing the detail of window frame and objects around.

My favourite room made for the university project. Here I took strong direction in using 3d applications to enhance the feel of perspective and space, shown in the video.

My favourite room made for the university project. Here I took strong direction in using 3d applications to enhance the feel of perspective and space. Down below in the end of the page you can see a step by step on how I composed the room in stages.

Last Detail Shot

Last detail shot. The room has a massive transformation after some events in GOB occur.

Please take a moment to show the stages I have undertaken to create the room from 3D mock up to colouring correction. At times it may be easier to pause the video to be able to differentiate the stages.


Done with:

Photoshop

Photoshop

3D Max

maya

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