

I then did rough sketches with different poses, races (sorry, no Syndicate or Assembly here!) and compositions, for example the image far right is inspired by the angles and differently scaled characters found in Star Wars posters.Īfter going through several quick iterations it became apparent that it was starting to feel too much like a game set in Space (Stellaris) as opposed to a planetary game. Jack's pose would go through several iterations which I’ll get to later.īelow we see some examples from other Age of Wonders games, they tend towards the warm hues but with PlanetFall we wanted to take the colour palette towards cyan, the game is very colourful and the cover should represent this. If we used something more unusual like a Dvar or Kir'Ko hero it would be much harder to communicate expression. Everything is a visual puzzle that needs solving.įrom the get go we knew we wanted the Vanguard hero Jack front and center, humans are interestingly the most played race, the human eye always looks for faces and this would be vital to setting the ‘hero’ tone. What races and units to show, their posing, the lighting and composition, how should the planet look, where should the logo be placed. Now that we have our focus, we need to decide on the visual hierarchy. making the composition a tricky thing.īut essentially we wanted to answer 2 basic questions with the key art -Īnswer – I’m a cool sci-fi hero fighting over a planet with different types of units under my command. Additionally it should adhere to strict formatting guidelines so it can be cut up for many different assets box art, steam cells, posters etc. It should solidify the games tone in one image as well as grab the attention on store shelves making you want to know more. This is especially true for new IP’s such as PlanetFall. The key Art is an important part of a games branding and should tell people who’ve never seen nor heard of the game before what it’s about. For this weeks dev diary I’ll be talking about the development of the Key Art, and game Logo. Hello! Rich here, I’m Lead Concept Designer at Triumph and responsible for a lot of the visual aspects of the game.
