Download as pdf or txt
Download as pdf or txt
You are on page 1of 12

TEAM JERICHO

art style guide


Actually a game company
CONTEXTS OVERALL THEME

Overall Theme Mood Setting

Technical Guidelines Art References

Art Style (PBR vs Stylized) Lighting

Character Design Animation Ruleset

Boss Design LOD


- TO BE DISCUSSED -
Environment Design VFX

Story Setting Layering

Concept Art Sample Composition

Color Palette UI Layout

Shape Language Camera angle


Art Style (PBR vs Stylized) Character Design

- Character concept designed by Sarah


- Hybrid art style (40% Stylized / 60% PBR)
- Stands out among the environment +
- Low Poly models with exaggerated features Boss
(stylized)
- Saturated Color contrast to the
- Textures are PBR based with few handpaint- environment
ed details which gives the stylized vibe

- Materials are to either standouts as objec-


tives (gold/neon) or no glossiness/metalness
to blend into the environment

- Details will be discussed in the technical


guidelines/other categories Second iteration (Oct 15, 2018) by Sarah

- Game Reference - The Sojourn / Overwatch


- Char acter Reference - Chimis by Luke Sheridan -
Boss Design Environment Design

- Boss Concept designed by Miguel

- Boss influences the looks of environment

- Boss influences the looks of environment

First iteration (Sept 27, 2018) by Sarah

First iteration (Oct 1, 2018) by Miguel


Story settings Color palette

- TO BE DISCUSSED - - TO BE DISCUSSED -
Lighting Posing/Animation

- TO BE DISCUSSED - - TO BE DISCUSSED -
Level of Detail (LOD) Visual Effects (VFX)

LOD mainly talks about the environment. Since there are a lot of assets are going on in a VFX can be done either in Houdini/Unreal, keep in mind it has to be stylized
level/environment, we have to categorize how much detail are we showing.

For this project,


we decided to make 3 category: 1) LOD - 0 Hero piece/Interaction 2) LOD -1 Modular Structure
3) LOD - 2 Decoration

Just keep in mind, everything should model as less tris as possible.


Layerin g Composition

- TO BE DISCUSSED -
- TO BE DISCUSSED -
UI Layout Camera setting
Spider-Man (2018) Batman: Arkham Knight (2015)

- TO BE DISCUSSED - - Wide Angle camera (Depth of field - 20mm - 35mm)

- Scaleable camera zoom depending on animation/player action


- Character are centered while in action, always in rule of third during animation/planning
to give out the mindtrick of “cinematic”

1/17.5

1/2.5

center (action) Rule of third(Cinemetic/Static)


Shape Language Mood setting
Two contrast environment with same assets in one single environment depending on the
change of VFX/LIGHTING/TEXTURES

Cheerful Corrupted

- Colorful / saturated - still remaining colorful / saturated while


got a big purple hue on top of environment
- Referenced from sojourn (Case Study) - VFX are bright to grab players attention
- VFX are very contrast due to 2 tone scene
- Strong shape language that indicate where players are supposed to go - Metalness map [GOLD/SHINY OBJECTS] as
highlights/objectives - Emissive map as highlights/objectives
Objectives / Highlights / Interactive
- Natural Daylight [Directional Light] - Neon Highlight lighting [NEON OBJECTS]
Non interacta ble Objects / Structure [Rect/Point Light/Emissive]
Far away objects / Decorations / Aesthetics - Dust VFX to show corruption
Technical Guidelines (Character) Technical Guidelines (Boss)

- Texture Maps - - Texture Maps -


- Albedo/Normal/Roughness/Metaln ess - Albedo/Normal/Roughness/Metalness/ Emissive
- [Optional]Alpha/Emissive/Decals - [Optional]Alpha/Decals

- Map sizes - - Map sizes -


- Weapon/Body s uits : 2048x2048 (Highest) - Body : 4096x4096 (one map only) highest
- [Optional]Face : 1024 x 1024 - Component : 1024 x 1024 (one map only)
- Other secondary maps : 512 x 512 - Other secondary maps : 256 x 256

- Polygons - - Polygons -
- 12000 tris MAX [including weapon/character] - 20000 tris MAX [including components/body]
- [Suggestion] 10000 for character / 2000 for weapon - [Suggestion] 15000 for character / 2500 for every
weapon
* NOT FINALIZED * * NOT FINALIZED *
Technical Guidelines (Environment) Art References

- Texture Maps - Character Modeling + Texturing


https://polycount.com/discussion/155327/heroes-of-the-storm-tracer
- Albedo/Normal/Roughness/Metaln ess/Emissive
Boss Modeling + Texturing
- [Optional]Alpha/Decals
https://www.artstation.com/artwork/8ov2w

Stylized Art Pipeline references


- Map sizes -
https://80.lv/articles/overwatch-technical-overview/

- Hero pieces : 1024 x 1024 (one map only) Level Design Modeling Kit Guideline
- Structure : 512 x 512 (one map only) https://www.gamasutra.com/view/feature/130885/creating_modular_game_art_for_fast_.php

- Decoration : 128 x 128 (one map only)


- Polygons -
- Hero pieces : 2000 tris MAX
- Structure [Modular] : 250 tris MAX
- Decoration : 75 tris MAX
* NOT FINALIZED *

You might also like