Art Style Guide for Pioneer - brainstorming
Posted: Sun Jul 14, 2013 10:09 pm
Luomu asked me if I'm still interested in creating an Art bible for Pioneer. Of course I am. Thank you again for asking me.
I think first there should be a proper brainstorming and discussion about this, to provide a good foundation. Especially among the developers who are propelling the game forward and already have a vision about this great game.
My main question is: What are my limits? How much can I tamper with gameplay and world building aspects for example? Only visuals, or I can dip my toes in the world building/writing aspect of it? Backstory and such. Or maybe some gameplay, like adjusting overall ship power, or mission type requests and such for example. Anyway the following questions are valid in any case, even if I'm allowed to working on strictly the visuals, because they will help me a lot establishing a coherent style.
What is the main direction you want Pioneer to head? Realism vs abstraction ratio for example. How current artwork overlaps with the vision? (I have no aversions about throwing out every ship, including what I've already designed, if we come to a conclusion that these aren't fit properly, but only if they really need to go. There are some very nice ships in the game already.)
So this way I will know what look to aim for and where can I stretch my legs (even feature request-vise if the guide reaches a that developed stage).
I gathered that one aim is to provide a an engine for others to build on. If that's correct, then how detailed the artwork should be? One or two ships for each role, or a more extended and lively ship stock for example.
My observations/opinions/questions about the game right now:
-It's vast. Also a bit desolate right now. I think it needs quite more diversity.
-I'd tone down overal ship performance to further pronounce the vastness, and emphasize more in-system play. Multiple factions/nations in the same system and such, if you think it worth the effort to put work that into the game. System exploration missions would be a nice thing to do for example.
-I think overall ship realism is on the spot mostly. Maybe I would tone it towards the realistic side of the spectrum but not much.
-How valid the history/world guide page on the wiki? I think it's a good base, but maybe a more pronounced Cold War state would be interesting for these freelancer-like occupation of the player.
-How advanced the technology is? How much is the handwavium ratio? Where should that ratio be? It seems to be good in this regard for me, like I'd say there isn't any artificial gravity in the game right now and that should stay that way. In most times a handwaved performance increase for ships would be good, to allow more then 10-20km/s deltaV (more realistic) budgets to a level of 5-10000km/s. But fuel/propellant should be more expensive in my opinion. Apart from this and the hyperdrive, I think the game should be rooted in reality, but in a way to suggest a civilization with quite a few centuries of space travel. Maybe I would put the time-frame back from 3200 to 2300-2400.
-I would separate atmospheric capable/only space capable ships a bit more.
-I would balance ships in a way to allow for quite a lot of styles of play, but also to feel organic. There should be crappy ships no one likes, there should be crappy but very likable ships (Trabant car is a good example). There shouldn't be a clear line from the worst ship to the best, like the way Freelancer had it. Not that it's the case with pioneer right now, I think it's quite organic.
Also: what visual styles do you like? I'd say, we shouldn't aim for a too photo-realistic look. A hint of coherent stylization can help a lot. (My two ships - making the Pumpkinseed and Mola, I was trying to have a believable but characteristic syle). Cowboy Bebop Planetes or Memories:Magnetic Rose has some very good style regarding to space hardware in my opinion. Also there were some very good western cartoons too. But I don't want to imitate any of those. It's always better to start from the real thing in basically any form of art, then to start from somebody else's work. But inspiration is a good thing.
What kind of character portraits we should use? I'de aim for a bit comic-book look with very diverse silhouettes, but we should avoid any too symbolic style (like anime or grounded western comic styles). But this alone will be a very exciting topic to research. Hergé and Moebius comes to my mind first, but maybe some time we can test out very distinct styles on the players and have some feedback. I think it worth to give shot for a style loose, you see in Joan Sfar's Rabbi's cat animation and comics for example. To see how the players react to those. Again, no imitations.
(And I think there should be a kind of quality guide. Imagine something like a coding guide to ensure that future modifications don't need full remodeling of a ship for example. But that will be on another topic when the need arises)
These are which comes to my mind right now, but I think this will grow to a useful thread anyway, and questions will pop up during discussion.
Sorry for the long rant, but I feel these topics should be discussed properly before a grab my pencil. And it's usually more inspiring if an artist has some boundaries to work with, than if there's unlimited creative work. And apart from a visually pleasing game, a good framework will provide a good environment for artist to do what they enjoy, nurture their skill and have quality feedback on their work too, and good motivation from it. And I hope the developers will get back even more motivation from the evolving art aspect of their game.
Thanks again!
Szilárd
I think first there should be a proper brainstorming and discussion about this, to provide a good foundation. Especially among the developers who are propelling the game forward and already have a vision about this great game.
My main question is: What are my limits? How much can I tamper with gameplay and world building aspects for example? Only visuals, or I can dip my toes in the world building/writing aspect of it? Backstory and such. Or maybe some gameplay, like adjusting overall ship power, or mission type requests and such for example. Anyway the following questions are valid in any case, even if I'm allowed to working on strictly the visuals, because they will help me a lot establishing a coherent style.
What is the main direction you want Pioneer to head? Realism vs abstraction ratio for example. How current artwork overlaps with the vision? (I have no aversions about throwing out every ship, including what I've already designed, if we come to a conclusion that these aren't fit properly, but only if they really need to go. There are some very nice ships in the game already.)
So this way I will know what look to aim for and where can I stretch my legs (even feature request-vise if the guide reaches a that developed stage).
I gathered that one aim is to provide a an engine for others to build on. If that's correct, then how detailed the artwork should be? One or two ships for each role, or a more extended and lively ship stock for example.
My observations/opinions/questions about the game right now:
-It's vast. Also a bit desolate right now. I think it needs quite more diversity.
-I'd tone down overal ship performance to further pronounce the vastness, and emphasize more in-system play. Multiple factions/nations in the same system and such, if you think it worth the effort to put work that into the game. System exploration missions would be a nice thing to do for example.
-I think overall ship realism is on the spot mostly. Maybe I would tone it towards the realistic side of the spectrum but not much.
-How valid the history/world guide page on the wiki? I think it's a good base, but maybe a more pronounced Cold War state would be interesting for these freelancer-like occupation of the player.
-How advanced the technology is? How much is the handwavium ratio? Where should that ratio be? It seems to be good in this regard for me, like I'd say there isn't any artificial gravity in the game right now and that should stay that way. In most times a handwaved performance increase for ships would be good, to allow more then 10-20km/s deltaV (more realistic) budgets to a level of 5-10000km/s. But fuel/propellant should be more expensive in my opinion. Apart from this and the hyperdrive, I think the game should be rooted in reality, but in a way to suggest a civilization with quite a few centuries of space travel. Maybe I would put the time-frame back from 3200 to 2300-2400.
-I would separate atmospheric capable/only space capable ships a bit more.
-I would balance ships in a way to allow for quite a lot of styles of play, but also to feel organic. There should be crappy ships no one likes, there should be crappy but very likable ships (Trabant car is a good example). There shouldn't be a clear line from the worst ship to the best, like the way Freelancer had it. Not that it's the case with pioneer right now, I think it's quite organic.
Also: what visual styles do you like? I'd say, we shouldn't aim for a too photo-realistic look. A hint of coherent stylization can help a lot. (My two ships - making the Pumpkinseed and Mola, I was trying to have a believable but characteristic syle). Cowboy Bebop Planetes or Memories:Magnetic Rose has some very good style regarding to space hardware in my opinion. Also there were some very good western cartoons too. But I don't want to imitate any of those. It's always better to start from the real thing in basically any form of art, then to start from somebody else's work. But inspiration is a good thing.
What kind of character portraits we should use? I'de aim for a bit comic-book look with very diverse silhouettes, but we should avoid any too symbolic style (like anime or grounded western comic styles). But this alone will be a very exciting topic to research. Hergé and Moebius comes to my mind first, but maybe some time we can test out very distinct styles on the players and have some feedback. I think it worth to give shot for a style loose, you see in Joan Sfar's Rabbi's cat animation and comics for example. To see how the players react to those. Again, no imitations.
(And I think there should be a kind of quality guide. Imagine something like a coding guide to ensure that future modifications don't need full remodeling of a ship for example. But that will be on another topic when the need arises)
These are which comes to my mind right now, but I think this will grow to a useful thread anyway, and questions will pop up during discussion.
Sorry for the long rant, but I feel these topics should be discussed properly before a grab my pencil. And it's usually more inspiring if an artist has some boundaries to work with, than if there's unlimited creative work. And apart from a visually pleasing game, a good framework will provide a good environment for artist to do what they enjoy, nurture their skill and have quality feedback on their work too, and good motivation from it. And I hope the developers will get back even more motivation from the evolving art aspect of their game.
Thanks again!
Szilárd