Posts Tagged ‘Art’

Under the sea: The art of creating Subnautica’s flora

If you’ve spoken to me for more than five minutes, chances are I’ve mentioned Subnautica [official site]. It’s an open world survival game set largely underwater on an alien planet. You explore biomes, collect resources and, as updates to the early access project add more content, start to piece together the story of the planet. I played huge amounts of the game before more significant story elements were added and my big project was my volcano lair’s garden. I collected all the weird and wonderful plants I could and cultivated them in little plant beds outside my underwater home. That’s why, when I had a chance to speak with art director Cory Strader, I immediately wanted to talk about the game’s flora.

Read on to find out how The Abyss, microscopy and a real fish with a transparent head and a visible brain all played their part! P.S. You can click on images to see larger version of the concept artwork or, if they’re game screenshots, to just see them in isolation. Read the rest of this entry »

A Closer Look At The Beautiful Art And Animation Of Burly Men At Sea

Burly Men At Sea [official site] sailed onto my radar at Rezzed earlier this year. Part of the Leftfield Collection, the game offered a beautifully stylised tale about three bearded brothers going off on an adventure. The reason I was particularly excited was, more than any other game, the demo I played seemed to capture the essence of children’s story books and translate that to the screen in a way that felt natural.

To find out more I spoke to one half of the development team at Brain&Brain, Brooke Condolora and asked her to share snippets from her sketchbooks and from across the game’s development.

Take a peek after the jump, and click on any of the images to see a larger version.

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Sunless Sea: Zubmariner Release Date And Unterzee Art

Sunless Sea‘s [official site] first expansion, Zubmariner will be released on 11 October bringing with it new ports and cities to explore and tales to be told. Or as developers, Failbetter, put it: “agonising choices presented in beautiful prose.” But it wasn’t the beautiful prose which caught my eye in recent dev blog entries, it was the undersea (or rather, Unterzee) flora and corals. That’s why I’ve been asking Failbetter CEO and art director, Paul Arendt to tell me a little more about how the art works in the game.

For the images in question, just use the left and right arrow keys on your keyboard or click the arrows just next to the pictures!

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The New Donor Portraits

I found an old article from my freelance years which I never got published. It’s about Kickstarter and the way it’s brought a new type of donor portrait to the world with people able to show off their patronage as some creators offer the chance for their likeness or name to be in a game.

How I think the ideas work has shifted as creators and consumers developed their relationships with crowdfunding so I don’t stand by everything here but it’s a sufficiently interesting topic that I wanted to publish the article as a way of getting the thoughts out there. I’ll run through what’s changed at the end:

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