Monday, July 2, 2012

The start of CGs

Originally, I wasn’t going to start drawing CGs for my game until I’d finished everything else. I figured, you know, I’m still learning, so the CGs are going to look wildly inconsistent unless I churn them all at the same point in my “art development.” Then I realized I wouldn’t have any “art development” unless I started drawing more often, so here we are.

So far, I’ve done sketches for the 5 CGs that I want to include in the AXIOM.01 demo. Coloring is coming along gradually. My neck is quite sore from bending down all the time haha – I need to toughen up! 

AXIOM.01 game CG in progress Christie

Here's the first one. Haven't started on any backgrounds yet. -_-



An increasingly attractive alternative is to be lazy and find some way of getting around doing full CGs. I’ve been toying with the idea of using smaller panels so I don’t have to finish the full images (and don't have to do real backgrounds either hurhurhur). 


So I started with this...


But maybe I could just do this instead (possibly with some small animations)??
The panels might look like something from an action sequence, though, so I don’t know if I can use them for everything. Hmm, actually, maybe I should make more of them for action parts...oh man, must resist urge to pile on more work...

But yeah, if anyone has thoughts on this, let me know! Do you generally prefer to see full CGs, or are smaller panels okay, too?

2 comments:

  1. The first option looks like a scene and draws me in, the second looks like part of some animated opening sequence and looks designed for a short wow moment, not for lingering. I'd go with the first.

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    1. Thanks for your input! This scene actually only lasts for two or three screens, so a "short moment" design might actually be appropriate. Hmm...I'll have to ponder it some more...

      An animated opening sequence would be a pretty fun idea, now that you mention it! ;) I hadn't thought of it before, but now I really want to do one haha.

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