This is Part 2 of a two-part post about the evolution of Spirit Siege's art direction. If you haven't already, check out Part 1.
Monday, July 13, 2015
Friday, July 10, 2015
Rabbit Holes
I finally finished this painting I've been working on sporadically for over a year. It's been a lesson in deciding to just suck it up and do the work I know needs to be done.
Wednesday, February 25, 2015
Art Direction of Spirit Siege - Part 1: Before Kickstarter
Note: This is Part 1 of a two-part post about the evolution of Spirit Siege's art direction. If you'd like to jump ahead, here is Part 2.
Art direction is what enables a team of individuals with their own strengths, weaknesses, and artistic styles to ship a unified product. It is the process of getting the team aligned around a vision, a clear goal of what we're all aiming for, why we're aiming for it, and how we're going to achieve it. Done well, it contains the decisions that make a thousand others.
Art direction is what enables a team of individuals with their own strengths, weaknesses, and artistic styles to ship a unified product. It is the process of getting the team aligned around a vision, a clear goal of what we're all aiming for, why we're aiming for it, and how we're going to achieve it. Done well, it contains the decisions that make a thousand others.
Saturday, February 7, 2015
Deck Builder Visual Design
Spirit Siege has a deck builder now! This screen was the first real opportunity to flesh out and nail down the visual language of menus, so lots of the problems we solved here will carry over into other parts of the game.
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