Sunday, February 19, 2012

Bonbon Voyage - Gingerbread House


And finally, the gingerbread house. I wanted each side of the house to be distinct so that if and when the player caught a glimpse of it from withing the labyrinth, he would have a reasonable chance of orienting himself at least in relation to the central landmark.

The production schedule was getting pretty crunchy by this point, so the orthographics aren't nearly as well noted and explained as I would have liked. Luckily, I was working closely with my modeler and texture artist, the fabulous Brandon Orden, and we were able to clear up the more ambiguous bits face-to-face.   


Saturday, February 18, 2012

Bonbon Voyage - Gates Orthographic


The next orthographic for Bonbon Voyage. 

As the player approaches the hedge maze, the first thing he finds is a large gated yard filled with tantalizing candy treats. The initial idea was to slam the gates closed behind the player, forcing him to make his way to the gingerbread house in order to escape. The further we got into game development, however, the more we realized that this step wasn't necessary - the player wanted to explore whether or not he was locked in. Closing the gates only served to frustrate those avid explorers who insistented on scouring the whole game world to illuminate every last lamppost.

Saturday, February 11, 2012

Bonbon Voyage - Hedge Orthographics



This is the first orthographic design I did for Bonbon Voyage, a game in which the player must work his way through a labyrinth of hedges and candy to reach the gingerbread house in the center. 

We knew we'd be using a ton of hedge pieces and connecting them at odd angles, so the cylindrical topiary piece served to hide the corners and create visual interest without limiting how the hedge units could fit together.

The candy cane lanterns lit up when approached by the player, helping him to recognize territory he'd already explored.