Hey backers!
Since settling into our new office we've had our noses to the grindstone. Just yesterday we submitted our first development milestone to 505 Games!
The first six months of Indivisible’s development is pre-production, where we lay the groundwork for the rest of the project. While this is heavily focused on concepting, we’re also producing new animations and gameplay, working on the engine, and other things we need to do to hit the ground running when we transition to full production in September.
A big part of this “pre-pro” phase is about zeroing in on how we want the final product to look and feel. Concepting in this phase is vital for the artists, and is especially true for environments. Concepts help set the tone for development of a given area or level.
Naturally, that means cool environment concept artwork, so we wanted to show you some of it! Bear in mind that these aren't final and are subject to change.
Here are some rough concepts of the area surrounding Ajna’s village, which is an open forest that has overtaken some ancient ruins.
These are color thumbnail illustrations, exploring what the mood and tone of the environment might be.
Here are a few early concepts for buildings in and around Ajna’s town.
While nice, we decided they were too realistic for what we want out of Indivisible’s world and art.
Since then, we’ve decided to take a 70/30 approach with the art - 70% fantasy, 30% real-world inspiration. So in this case, we’re using real-world materials and styling as inspiration, but playing with the housing shapes to play up the fantasy elements.
Resulting in these designs, which are a bit more varied and fun.
We’ve also got this nice environment detail illustration of a goddess statue:
Here’s a concept piece exploring what an indoor environment might look like:
If you've been tuning in to our dev streams on
the Lab Zero twitch channel, you may have caught our
Lead Environment Artist Eric Kozlowsky doing some modeling work, sculpting some handsome bricks.
Here are the fruits of Eric’s brick-modeling labor so far:
The above screen represents a target diorama, which we hope will set the look for the rest of the in-game art to come. Though it's untextured, the basic shapes and feel of the area is already apparent. Before we start building the modular pieces needed to build the levels in production, each environment will receive a similar 3D diorama treatment.
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