Archive for the ‘Artwork’ Category

2018 Artwork

Wednesday, January 2nd, 2019

I only did two proper digital paintings in 2018 but I think they turned out well.

This is a ruined church in Dorset that sits inside an ancient circular earthwork.

And this is a ruined barn close to where we live that I took a photo of during the very dry summer we just had.

I also did a bunch of mockup art for our new game Ancient Enemy like the logo below which became a reference for the final logo.

You can wishlist Ancient Enemy on Steam here.

Earlier in the year I dabbled with some pixel art but never did any more until the end of the year when I did a gamejam using Pico-8! This game is called “Cyberjam” and is inspired by Cybernoid and has some basic animated enemies and explosions. I’ll probably make a separate post about it soon.

Anyway, I aim to make some more art in 2019 because I enjoy it and I think I’m improving.

Ancient Enemy Dev diary #3: How to create dynamic poses in your game

Thursday, December 20th, 2018

We’ve been having a lively discussion today about character poses in games so we thought we’d share some of our experiences. You may find this instructive, or amusing, or both!

Slightly batty

In our previous game Shadowhand, we went to a lot of trouble to get aspects of the stances as accurate and lifelike as we could. The types of thing we looked at were angles of limbs in active poses, hand grips on weapons, and scale.

On our Watermill level, we have a Washerwoman character who battles the protagonist with a laundry bat. This was a kind of wooden paddle used in that time period (1770s) to beat and agitate laundry in large vats of water – thankfully most of us have washing machines that do this job today!

To get the pose and hand grip right, Helen posed with a cricket bat and we sent the images, along with detailed costume and character art references, to our artists at Retrostyle Games. The final character poses are below.


Developers are willing to go to great lengths to make games!

Ancient Enemy

Our artist Jen is doing a great job on our fight stances for our next game, Ancient Enemy.

Here are some of the poses she has come up with so far:

Dynamic poses present some challenges but we think they really add a lot to the game!

Don’t forget you can wishlist Ancient Enemy Here:

Ancient Enemy Dev Diary #2

Wednesday, November 21st, 2018

We are really delighted to be working with artist Jen Pattison on Ancient Enemy. This week in our dev diary Jen shares a bit about the art development and progress:

A world in tatters
The overall visual design of the characters in Ancient Enemy is intended to follow the theme of the story that the world has seen a lot of conflict and everyone has mostly been left in tatters as a result, one way or another.

That manifests in scruffy or damaged clothes; armour rusted, bloomed, or falling off; fungal growths; and in some cases people just being stitched back together to join the fight again.

Here are a couple of poses for an enemy bandit character:

All the human characters are not quite human anymore, and the bandits are maybe the simplest expression of that by not having faces, just empty dark hoods like wraiths, but otherwise displaying the physically fit body type you might expect from their lifestyle.

Warped nature
The Boarstool, on the other hand, is an example of warped nature, partly grown over and partly altered in fundamentals to be somewhere in the middle of plant and animal.

We did a few iterations to get him a bit meaner and a bit more gross along the way, altering his expression and giving him a rotting leg.

I also tried out a number of palette options for him, as some colours that could read as toxic/poisonous were also quite friendly/cute fantasy in tone.

Ultimately we decided to have different colours of Boarstool in different areas of the game to add to the variety and to fit in with the mood of the zones where they appear.

The aim for the characters’ stances was to create something dynamic and illustrative, within the limitations of the card based UI, which has taken a lot of back and forth to get right but it’s the sort of thing that’s very satisfying to work on as a team when it all finally comes together.