17.3.14

Art direction

Following my main inspiration that was seeing the work of Alphonse Mucha live, I opted to follow an art noveau kind of art direction. It won't follow the strict rules of the style, but more like the feeling that his work evokes; a balance between the saturation of detail, beauty in composition and nature. 
Because the first level is based on the greenhouse/conservatory that the main character has to get out of, I want the whole place to be packed with plants, and beautiful iconic places inside the place. I want it to make it feel huge, yet contained. As the place is owned by a rich and powerful wizard, you would expect a touch of eccentricity and aesthetically  rich in every sense. Everything place has to look planned. 
Because of the specimens that he has captives, that in this case will be the main character and the other NPCs, he has created this as a beautiful prison and has position each character in a particular place where he can appreciate their beauty, but keeping a distance while constricting their powers. 


So far I've got set, a fountain, hanging cages, a big tall tree and a special lily cage as some of the iconic landmarks in the level. each one of them will be around one of the NPCs' location therefore the player will have to encounter them all. 


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