C reating a believable world starts with the tiniest of details. Decals. As the quote goes, "Big things have small beginnings". Decals are the little mundane things often unnoticed by the casual viewer. But they play a vital part in bringing the audience into a grounded, believable, and realised world. Labels on machines, stickers on products, stamps on tools, and most importantly, logos plastered everywhere! Decals are an unsung subtle storytelling technique. The player can fill in the blanks and build the bigger picture. I've always believed in creating a small story behind every object within texturing. Whether it's a manufacturers origin label or the recognisable branding of a computer company, this key step leaves a lasting impression in a player's experience. We are not just looking at a digital environment when playing a video game, we are but briefly inhabiting it. Taking the time to add a decal graphic, on something such as a flashlight the player...
F inding inspiration for D_ROGUE has taken me down all sorts of rabbit holes...and I promise it isn't just me procrastinating creating art by discovering art! Over the years, I've collected inspiration and ideas for the game art project from all kinds of sources . From real world concepts, to hundreds of different types of media; there is an endless supply that gets me thinking. With all this inspiration around me, it got me asking a few questions. What really is inspiration in the first place? Am I just plagiarising other art? Do I need it to motivate me all the time? I s it aiding or hindering the project? Inspiration really is a state of mind. You can't force it but rather ride the journey of what feels right when it presents itself. A fusion of elements come together and spark a curiosity that pushes a thought from ordinary into extraordinary. One of my favourite quotes by Sandy Meisner is “ You are only interesting to the ...