XaiJu
flexiblemedia
flexiblemedia

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Preview: Alchemy scene development

For those of you who're curious how planning and set up of scenes are done, here's a scene from Sinners Landing that's just starting development now.

This is just a blocking version, planning out the final image, setting up angles and the very rough poses; it allows the 2D artist and the animator to discuss the technical aspects of the image (what moves, angles, etc) and make sure everyone's on the same page

Doing that kind of quick prep-work reduces the amount of revisions we have to do later; the more polished the art is, the harder it is to make changes (more stuff will need to be thrown away, and more effort wasted).

If you guys are interested I can keep posting images from this as it goes through the full process; might make a fun long-form patreon article

Preview: Alchemy scene development Preview: Alchemy scene development

Comments

The proto-images kinda look like out of the old Scooby-Doo cartoons the earlier ones from the 1960s & 70s.

Chris Wreker

And all at the same time no less.

Chris Wreker

I Love the "Prequel" of the Alchemy Shop. I love that you are showing development of the game instead of "Spoiler" pictures. With PL1 you gained a reputation of developing a solid product. Glad to see that you are doing the same with SL & PL2. Keep up the good work.

01Lcat

I would absolutely say I personally would love to see more of these posts.

sam

I love the prototype mockups, then seeing it in game! The iterative development is so cool to see. And wow, I cannot wait for this to be finalized and added 😃😃😃

sam


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