Thursday, October 28, 2021

Common Art - Week 10 - Art Style Guides - Metroid Dread

For the second week of our VR immersive experience project, we focused on studying the art style of Metroid Dread which we are going to base our VR experience on. We reviewed playthroughs of the game, boss fights, cinematic sequences, and the art book to get a better understanding of the style the Metroid Dread team developed. I focused on establishing a mood board, researching visual effects, iconography, technical considerations, and special design considerations.

For the mood board, I tried to focus on several big points throughout the game but also showing off the variety of environments and the feelings they were trying to invoke. For visual effects, I tried to list off a large number of effects that you could see throughout the game. There ended up being so many that I started to categorize effects to try and simplify things. With iconography, I realized there wasn't as many icons throughout the game as I thought there would be. It focused on a couple designs to match the alien environment but a lot of it showed through UI.

Technical considerations consisted of a number of challenges that could prove difficult within the pipeline and things they had to watch out for. Special Design Considerations mostly applied to our goal of switching from a console system to VR seeing as VR is the most unique challenge we will face.









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