Skip to main content

Finding Inspiration

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? Is 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 extent that you're interested”.

I have always been a curious person and been fascinated by the world around me. After figuring out the core foundations like the mystery setting (see here) I've found many moments of discovery and potential possibilities to propel the game in what I believe to be unique concepts.

A great result of all this inspiration in my artwork are the smaller assets I've worked on, such as the Panasonic TR-003. A fascinating TV radio cassette player practically lost to time. When I stumbled across it, it just so happened to be from the 70s, the same decade my game is set in. My genuine inquisitiveness and learning these discoveries aligned and became the perfect blend of inspiration.

Out of the three main genres of D_ROGUE, I found an abundance of horror inspiration. In fact, I was in numerous flow states writing down all the haunting themes that could enhance the survival and mystery story elements. It has actually been a challenge to narrow down all the concepts into what could be included!

Some might say, isn't inspiration just an excuse to steal someone's original ideas?

A huge influence in my story development have come from films and TV. The psychological weight of isolation in The Shining. The pure fear of the unknown in Jaws. The colossal power of mother nature in Deadliest Catch. The claustrophobic dread in The Abyss. These have all been massive inspirations in developing the game. 

I wholeheartedly believe that if you find enough inspiration, be it from reality or fiction or anywhere, (so long as it isn't blatantly identical to the source and you're bring someting distintly new to the concept) becomes an intense fuel that can spark a transformation from something simple; elevating it into art that can truly move you. Inspiration can turn an ordinary gameplay mechanic into a totally unique experience for a player.

At the end of the day, inspiration is translation. It's the feelings we experience. Be it from film, TV, music, or simply witnessing the weird moments in our personal lives, we're all remixing lived experiences one way or another; filtered through our own unique perspectives.


Thanks for reading :)

Comments

Popular posts from this blog

6 Yr Blog Anniversary

H appy  6th Blogiversary! Six years ago today, this project began! Over two thousand days later  (Gulp) , I'm still proud of the consistency I've maintained. I often think back to University, which instilled in me the habit of posting regularly on Blogger. Looking back, it's incredible to see how much has changed, and yet how much the core of this project remains the same.  It's not always easy, but this blog has become a vital part of my creative process and personal growth. Developing D_ROGUE has been a long journey with many challenges and lessons learned along the way. Seeing the progress over the years fuels my motivation, especially that initial drive to document my work and build a portfolio. There's still a looooooong way to go, but I'm more determined than ever. Remembering my original intent...to document my journey, share my learnings, and build a portfolio, is key. Seeing my skills grow through previous posts has been both invaluable and ...

Boat Bow

U nlike the relatively rectangular mid-section, the curvature of the bow demanded a lot of attention to model correctly. Accuracy of the  F/V  Scully's  bow was paramount, as the front of the boat defines the vessel’s silhouette but also its ability to cleave through the sea. I was determined to get this to feel right and improve upon my first attempt from back in 2019. To achieve this, I scoured hundreds of images of crab boats, just to find at least one with a clear angle in dry dock below the water line  for reference .  I then stumbled upon a couple of images of a boat undergoing repairs with its hull plating partially removed. This was a massive breakthrough, offering a much better understanding of the reinforced internal structure. What’s more, the reference image just so happened to be of the fishing vessel seen in the TV show Deadliest Catch I originally based the F/V  Scully on…the F/V  Kodiak ! Following the reference image, I actually laid o...

Forepeak Progress

F ollowing on from the progress made modelling the bulwarks of the  F/V  Scully's  main  deck, I continued along towards the bow. Below we have the forepeak. This is the very most forward section of a boat, typically used in crab fishing vessels for frozen bait, general storage and essential machinery. The process of bringing the forepeak to life involved not just creating its fundamental shape, but also considering the practicalities of its function for authenticity; much like the rest of the boat. Given how vital this area on the boat is, I made sure to pay careful attention to the steel plating and seamless transition from the sides upwards .  The forepeak, in particular, has to look integrated with the rest of the deck and feel like it is capable of withstanding the constant battle with the elements; visually reflecting both its inherent strength and industrial purposes. Jason Bartlett © Next time, I concentrate very hard on getting the bow just right (that'...