And the artists are asking questions about whether there would be jade, or if it’s too far from the ocean for a certain people to have shell beads. In one sense, it doesn’t matter — it’s a game, about a fictional world. But it’s the sort of attention to detail I think really matters. It’s important to fit into the Gloranthan canon, but it’s even more important to be portraying a a realistic and consistent setting. A player won’t know or care that a drawing of a woman with a pearl earring is “correct,” but the game is building up a story out of hundreds of pictures. If they each tell a different story, the overarching epic is not as strong. It’s great to be working with artists who care not only about how a single image should have a range of colors, but also how they are contributing to the overall story.
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| Art review at A Sharp |
By the way, in the last post I forgot to include the picture of the review meeting Elise Bowditch and I had, with printouts spread all over. (In our informal meetings I would often bring up images on an iPad. Even though as a developer we have a number of iPads, we don’t have that many — the paperless office is still a vision for the future.)
