Concept sketch with digital watercolour painted layers. Ideas for simple earthy colour palette. Part of a series of ideas for a hand drawn platform game. Continue reading “Watercolour Wooden House with a Stripy Fire on a Grass Hilltop”
Castle-like tower and thatched house on tree-trunk platforms on a grassy outcrop. A small, deep pond is either side with various ideas for underwater plants. Simple, quick concept sketch for a hand drawn platform game environment. Continue reading “Castle house stones island-hovering with underwater plants”
Pencil drawn concept sketch for part of a hand drawn platform game environment. This depicts seven small, unusual houses with mysterious smoke winding it’s way into the sky. Twisted trees and grassy platforms support and provide a ground for the bumpy platforms. Continue reading “Curly house village smokey chimneys platform game design sketch”
Drawing of a larger and small quirky wooden house with thatched roofs. The grassy, earthy ground has wooden stilts propping up the different platform levels in this environment concept design. Continue reading “Grassy Platform Level Design Drawings with Quirky Wooden Houses”
Here is a scan from a rough sketched drawing in a moleskin notebook. We have a few that are dotted about in the studio to capture ideas for parts of environments, platforms, objects and characters that we are pulling together for interactive apps and games.
Being a simple sketch, we spruced it up a bit with some digital paint. We use a custom pencil and custom brushes in PhotoShop to retain the hand-made traditional art look.
We have already created several prototype pencil-drawn games using a game engine we wrote a few years ago. We will get round to doing some basic screen capture compilation videos of these, as a special treat for you guys, maybe!
Here is a super-early demo screen capture video of the hand-drawn demo game level drawing from above. It’s very basic compared to what we are now working on, but sowed the seed for us to create a more epic project. The rusty acoustic guitar riff we played over the top was just to add a bit of atmosphere to the demo footage.
First of all I came up with a really rough concept level design on a scrap of paper. Some tweaks were needed, but this concept contains the basic ideas for puzzle mechanics within the level design.
After I was satisfied with the level design, I planned it out a little more accurately on an A4 piece of squared paper. Graph paper has too many squares. In fact it is worth getting hold of squared paper that is as feint as possible, so that there is more contrast with your drawn design.
This step helps to ensure that the player character can make certain jumps up to platforms, and across gaps. You don’t want to player to find it either impossible or nearly impossible to access certain areas, unless that is intentionally part of the level design.
The draft level was adjusted in places on squared paper, then tested in the game engine, playing with the character to ensure that the various areas were the right height and widths etc. This squared paper version was then photocopied for use as a template when drawing the final level.
The final level was drawn using tracing paper, masked to a photocopy of the squared level drawing, so that there was an accurate guide for where the platforms, walls and ceilings should be placed.
The drawing was done starting at the top-right of the image, across and downwards, to minimise smudging. The rough details were placed with 2B pencil, and then filled in with extra detail over the course of the drawing.