This is a concept for my Synoptic project that may not end up in the final game due to time limitations, but I was proud of anyway.
I designed a deer head to be mounted on the wall. I do not yet have the pencil sketches scanned in for the art book, but they were crucial for the design of the antlers and face shape.
After this I drew a diagonally-on picture of the head in Photoshop with the colouring of the fur I would like to be replicated if it gets modelled.
We agreed it is sad the deer is cute since its dead, but I’m glad managed to get some character across. I think got him to look slightly disappointed/afraid instead of emotionless. I didn’t redraw the antlers here as I had already designed those and just wanted to focus on the deer’s face and fur.
During the week off I completed a concept piece for the gramophone asset in the escape room.
I used Photoshop and a technique of not blending, but layering colours to create a metal sheen on the instrument to draw this. It’s shape is slightly exaggerated, but as gramophones go, they already have quite extreme characteristics (huge speaker, small box).
I am quite happy with the design and have begun some pencil sketches of it. I still need t design a pedal/handle to match the silver-gold design for the side.
On Sunday I was wondering if any colour concepts had been done for Adam’s chandelier model. He has started some pencil sketches, but I didn’t notice them on the trello until after (just the dimensions as a cover picture on the card). I thought it might be useful for me to put an idea in before I knew, and it is still there as concept on trello now, though it looks as though he has went for a ‘swirlier’ design.
I looked up some 1920s chandeliers and they all seemed to be these waterfalling glass chard designs. This totally changed my idea of what a chandelier looked like in my head and felt more modern than my original thoughts. This is about as new as the light in the house could be, as the house was abandoned around the 20s, but older designs would be fine as the house was old.
I drew this up on Photoshop and made the light quite dim against my new wallpaper design. I added some sparkles to show the light was pretty glass and the colour was warm. The light wouldn’t be very bright because of the age of the house and light bulbs.
Overall I am happy with my idea, but I have seen Adams model forming and it looks very ornate and lovely, and I certainly like the more intricate chandeliers a lot.
I’ve produced some keys concepts for the Synoptic project. Nikki is modelling them, and I have been working on some final designs.
I firstly came up with some quick ideas. I then Worked from that to create a final key I like. Now I have re-drawn that concept as a final concept; a golden-metal key.
Today I drew a darker rendition of the key with some different features as another key for the game, possibly a decoy. I know they need multiple keys, so for now I have made sure to design a working key and a decoy key.
Today I began UI concepts for the game. I have come up with a few logo concepts I think could fit the theme already.
I used old Style fonts and my own handwriting, mixed with red splashes. I am not sure if the gory reds fit well with our game as there is no indication of Danger, but it would add to the mystery if it were in the book.
I like that the final logo is all free-handed, and that the “IN” is technically trapped. I do like the instantly dated feel the others give. I would like to take pieces from these logos to finalise one. As they are just concepts my team will hopefully choose what they would like in the UI also, as it represents their game.
I finally came up with a frame design I would like to go over the portrait for the room. It is bronze-gold in colour and very large, to cover the safe.
I also completed my concept for the desk, as I have drawn a sketch of the back corner. I wrote on the dimensions from that angle too.
Adam had the idea to add detailing into the edges of the desk. I wasn’t adding extra details into models because I didn’t know how long the modellers wanted to spend on each model, and didn’t want to add unnecessary tasks to the model. As it turns out they are welcoming details in the concepts and want to add more. They’re already doing cool stamps etc. so I will take that in for further designs.
Today after I researched art books for reference, I did a sample of our own for Bleak Manor.
The team thought about it a lot, then when I asked their ideas on it they said they would love a brown paper background with ink spills on the edges.
To achieve that I used a brown paper texture, then painted- with varying opacity- a dark blue spill on the edges. I also added a subtle vignette and a yellow glowing the middle as though a small amount of light is hitting the page in the centre.
After that I decided to use my smoking chair as the example, because I had access to drawings of the whole process on hand. I put the initial concepts on the page and tilted them, adding shadows being to simulate the pieces hanging off from one pinned point. I think it looks realistic on the page this way.
I then used my chair concept, deleted the background colours and shadow, then overlapped it slightly on the page as a final, eye-catching object. I added a new shadow and set it in a large space. I think it looks good to have it with no background on the page.
Also the team wanted some fancy handwriting as a font. For the real thing this can either be neater or messier, but I tried to use neat but quick handwriting for this (with extra swirls). I was told it filled the space well, and it ties in the spilled ink with the page itself.
So far everyone seems happy with the layout. I was going to do multiple examples, but people said it was what they pictured, and the rest was what I pictured to look good; so this will likely be the sample we give to Matt next week.
On Tuesday I used my desk sketches to come up with a concept for the writing desk. I chose my favourite aspects from my original designs and used them to create a desk I was happy with. It is old, wooden and glossy. It has gold tinted metal handles on the drawers and cupboard compartments.
It has the same dimensions as the desks I designed before (The most important of which being the fact it is 60 inches wide). I will have to sketch this desk from a diagonal-back angle I think, to show how it looks behind and to give more of a look at the scale itself; so at that point I will write the final measurements on the concept before handing it to the modellers.
I actually used the dimensions Adam researched and put into Trello for reference. Before even searching for images I had decided to do a desk this style, and the sizing he came up with allowed me to use that.
I also decided to play around with a few undertones for the wood colour for the modellers who end up texturing this desk. I think a reddish undertone would look classic, but the desk chair doesn’t have that, so I think it can be the modellers decision for what works best for them, and for the team to decide if we should match the wood colours for the chair and desk, or have them bought separately and look unique. Neither has been made yet so that can be decided whenever, as my concepts are mainly for the shape and design, I don’t mind what gets changed, if it means it works better for the room.
Yesterday I finished a portrait to go on the wall in Bleak Manor for my synoptic. I Used Photoshop to do this. It is a painting of the former owners of the house on their wedding day. Based on the woman’s makeup and hair, and the way they’re posed, we can imagine it was around 1920. The sinister looks in their eyes are because the painting takes time to do, but also they are mysterious people.
I drew the people from scratch and used Matt’s advice of using a bookshelf photo in the back, burring it and adding overlays. I also them drew in a vignette. I didn’t make the picture too dark or gloomy because this is meant to be a happy occasion documented, but there is contrast in their facial expressions of that.
I originally drew my idea for this painting on paper. The girl looks quite different, but I think I kept the style similar for the man.
I think the drawing looks a bit too smiley, and I had put no research into the dresses of the era or anything yet. I also think the flowers were too much of a colourful idea.
I am happy with the outcome of the picture and hope it looks good in the room.
One of my tasks in the synoptic project is to create a desk for the room. I have to come up with a concept quite quickly. Firstly I got some research images.
Then I picked some of my favourite attributes from these desks and applied them to my own designs. I was insistent on the two sides of drawers like the majority of references. I prefer my second design as it has more character I believe.
It has to be 60 inches long. I have included a variety of drawers and compartments where a key (or decoy) could be hidden. I also think it would be fun for the player to have different sizes and styles of compartments and doors in the game to work and play with.
The next step will be a digital design of my desk, and then for it to be reviewed and (hopefully) modelled; if not I will make changes to the design until the team is happy with it.