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Vircom's Art director Guy England was partner in a Black Moon Chronicles Q&A at RPGVault. Here's a question about his job:
Jonric: How do you make sure everything fits together in a cohesive world? Who decides whether something is right or still needs to be modified, what considerations are involved and are there differences between types of objects such as large or small ones?
Guy England: To make sure that everything fits in the World of Lhynn, we try to stay as true as possible to the graphic novel. For instance, when designers ask for quest-related objects, we consult the graphic novel to see what type of feeling we must give it. As far as monsters are concerned, game designers create most of the high-level monsters and we create most of the monsters for the zones in the world map. This wasn't as hard as we thought it would be, there are already a few types of monsters in the graphic novel, so all we had to do is stay true to them. However, there are zones in which no monsters are to be found on the graphic novel (such as Leviathan Jungle), where we had to create monsters that would fit in that zone (such as these lizard men).
Every visual aspect of the game has to be approved by me *evil laughter* It's true, even the quest-related objects. Game Designers approve the objects, but I'm the one who has the last word on its visual aspect. It may seem like a difficult job to do but it really isn't; the artists around here are great and have a lot of talent and creativity. I'm usually more than happy with the results :) Our process is the same for large objects as for small objects, the way we see it, every object has a goal in the game. Every little detail is critical; we strongly believe this is what enhances the mood of a game, especially in a hand-drawn game like Black Moon Chronicles - Winds of War. |
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