Art Style Progression

Sorry, we are late! Life can be hectic for game developers, plus we didn’t want to write something similar to what we had already done. Earlier this month we attended GameON convention in Vilnius and it was amazing. But when we started writing about our experience there, well, it ended up being similar to the Poznan blog.

That’s why this time we are giving your eyes a treat. We will showcase you how Seacurity Breaches art and overall style has progressed, starting with the basic concept.

Without further delay, enjoy the first image.


The first concept

As you can see, it looks ‘slightly’ different. Extremely minimalistic and clean. All in all, still a strong look. But that’s not all. In the beginning, it was still the good old fantasy setting (luckily we have moved on to a more interesting idea).

Heavyweight Orcs vs Puny Humans

More concept images even show us that we were also doing the tried and true method of Tower Defense games. Made popular by giants like Kingdom Rush. You would be forgiven if you said: It looks like a low-poly version of it.

A simple plan of making maps more decorated, realistic feeling.

Now let’s take a look at some early enemy and defender ideas. We still think that they are awfully cute. Knights vs Cactus Orcs!!!

Low poly knights Cactus orcs

Like you can see, no fish in sight, yet. But we knew, to stand out of the crowd you need to have something extra. You can’t be just like everyone else. There is an ‘indiepocalypse’ happening after all.
And that’s how we ended on idea about islands with verticality. We haven’t seen anything like that before, so let’s do it!

Now, this looks like a floating island in the sky.

So we have these island and you can still see that our defender units are humans. That didn’t feel right. You could say that they didn’t fit the setting. After some deliberations, we decided that fish ‘people’ (Aquator Tribe) will try and attack native islanders bird ‘people’ (Aerians).

First concept for Aquators and Aerians

Now that everything was in place our first REAL island was ready to be created. At that point, we were still using props that were made for the concept and wouldn’t end up in the final product. But this was the ‘blueprint’ for the future of our game and it’s graphical style.

“Blueprint” island

And that’s it, folks. I hope you enjoyed this look into how our game progressed from the first concepts to this stage to this point and we hope that you will have a blast playing it!


See you next time!
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