Art style for remakes?

I don’t want be the spoilsport (is this the correct word?) but I would like to get back on the track. :slight_smile:

@patrik3dspacek: Can you describe a little bit more what you are would like to do? Were your (initial) questions just theoretical questions or are you planing a remake? Maybe we can help you more about the art style. Could I/we help you already with our answers (we gave somewhere above)?

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You mean: damper, killjoy, wet blanket, marplot, skeleton at the feast ?

Ehrm, well, uhm… Yes? :slight_smile:

/edit: Google says also yes.

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None of those work in rhyming slang, get back to topic please!

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Party pooper!
([edit] As another saying of “spoilsport”)

:slightly_frowning_face: :tada::confetti_ball:

:fireworks: :poop:

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In Italy we could say “di** pooper” :sweat_smile:

thanks… I have several opened discussions with original creators, and in most cases, they will decide which way to go or what they would like to see… but, as the new developer I will make my final decisions too or just walk away.

So I am basically deciding what style would be the best for a new official remake that is similar to original style, but sometimes is better to come up with something little bit different, new, innovating… and test a scene or two to find out if it works.

inGame art vs concept art are two different things and they look kind of different. Concept art look better in most cases…and always seems to me more realistic.

i.e. Indiana Jones is a movie, has film script, has actors, has voice overs, its a film atmosphere and I would like to stay that way, I cannot make Indiana Jones like a junk cartoon and not taking the brilliant story seriously. It just doesn’t work.
Same as The Dig… it just needs to be realistic film looking story… even they choose cartoon characters, I don’t wanna ruin the seriousness and atmosphere. Also, the characters doesn’t look cartoon in-game anymore. Kind of confusing.

That’s interesting: Why does the concept art looks better than the in-game art? Is this a general “problem”? Or do you refer to hand drawn illustrations vs pixel graphics (like in Monkey Island 2)?

I don’t know if it’s most cases but I noticed that few times and I’m really curious what Patrik will answer. I have a feeling that concept art is more personal and messy and it makes it more interesting, rather than a final product that was polished to death. The biggest difference I think is, when concept art is 2D and the game is 3D. When it’s 3D it looses much of the personality, maybe due to the nature of a 3D model?

of course, I am talking about concept arts that has been painted/draw by hand like they did in old times. It can be because they used pastels, oils, watercolors etc… that technique made it look better. (in my opinion).

I always prefer real painting vs digital painting, but I get it, everything whats digital is much cheaper and color palette is unlimited.

Talking about full 3D (which is much more expensive way to make a game) if its done right with great visual style and details…like Naughty Dog can do…that would be great, but again, expensive.

There are many ways…and require tests

First of all: Please excuse my following naive question, but I suck at art. :slight_smile: I would love to be able to draw with watercolors, but I’m happy if other people are able to recognize a smiley. :slight_smile:

My question: Would it be possible to make a 2D adventure only with concept art? We chose an art style - for example “comic” - and then the first version you draw of the hero gets into the game. You are not allowed to redraw and “finalize” a drawing several times. (I remember a “fast draftsman” in the German television who draw impressive pictures in a very short time.)

I would think so. Wouldn´t even be surprised if that´s been done before. Sounds interesting.

Mhhh rings a bell…

With 2D you need to animate it, so it needs several versions anyway. Besides, will this be the only thing to make once? First attempt at a story gets in, first music version (let’s say done in one day) gets in. This sound a lot like a game jam.

there are tons of art styles… good/bad… depends what is preferred by developer, every person is different; …rough drawings, pencil sketches, ink outlined, rough colored smudges, abstract, smooth color pencils, brushes and so on, to super detailed paintings. Artists are paid by hours, but there are also other people that are paid for approvals like supervisors, leads and directors. Game/film is getting more expensive.

disadvantage of 2D are the animations…redrawing each image and redrawing corrections can get expensive, instead of 3D that is super fast and easy to fix, also data friendly.

let me show you a good concept arts with a different art styles:










PENCIL SKETCHES STYLE

you can choose which one you like… and then ask yourself, does it fit my game and how much its gonna cost.

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Some of these artworks are amazing! I presume that they would be too expensive for an adventure game. I wonder how many hours of work they took.

For example Oskar in “Dalli Dalli”.

That was my concern: Would it be possible to draw each step of the animation only once or do you need to redraw each frame until the whole animation is finished? The animation itself hasn’t to be perfect, but somewhat smooth (see my explanations below).

I primary focused on the graphics: We have seen several beautiful concept art drawings here in the forum (and in the development blog of TWP). These drawings have their own “look”. Same goes with the results of a “fast draftsman” (I hope that term is correct: a man that draws a picture in some seconds). If you repaint or refine these pictures, they lose this special look.

I hadn’t the costs in my mind. :slight_smile: I would find it interesting to do a whole game that looks like a “sketch” or draft. It could be even in black and white/pencil graphics. Similar to the Ah-a music video “take on me” (but I know that the graphics in this video were not the first/a draft version :)).

:open_mouth: Are these all from you?

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I am 3D Generalist and Animator… I dont feel like 2D guy. So I can do most of the stuff by myself, except the code.

If I start painting anything, I must be really high to enjoy it :slight_smile: :joy:

Artists rate depends on skills and glory, but I always prefer flat rate per image that is settle down before starting project. It works better for Indie developers. Especially with low budgets.

So, for the remakes up there… I will make a two versions; 1. pre-rendered w PS touches, 2. full 3D in UE4

I incidentally heared it being used in context today. It actually means someone giving away unwanted spoilers.