Well the game most definitely changed a lot since the early stages of development due to our iteration process and all the trial and error we had to go through in order to find something that actually looks like what we had in mind when we started. Was there ever a point where the game or characters looked distinctly different from their final design? Plus, obviously having the opportunity to work within this world on Herbert's legacy is a once in a lifetime chance to express ourselves and make our own mark within this universe as a video game developer. ![]() We tried to keep some distance from the previous Dune material out there because we really wanted to have our own take on it and express our own style. Was there any inspiration from the older movies or games? ![]() We also decided to add a hint of "Art-Deco" feel to the overallĭesigns, mostly for the User Interface but also slightly incorporated on the characters and props, that way it would make our game stand out a bit more in terms of Art Direction (because that's not something you see everywhere) Our first idea was to make something that didn't look like any of the previous Dune games but one that maintained Shiro Games' touch and to make things more stylized than the usual 4X games. What were some of your main inspirations when developing the Art Style for Spice Wars? It has obviously changed quite a lot since then, but we tried to keep that stylized look throughout the whole Production. The very first piece of art we made for the project was a large scale view of Arrakis along with a fake ingame mockup in order to set up the mood. What was the first official art that you worked on for the project? Processor: Intel 2.The Art of Dune: Spice Wars A sit-down with Jeremy Vitry - Art Director on Dune Spice Wars.But it seems the flow of time itself is not as straightforward as it looks…Įvoland 2 features three difficulty settings available at the start of the game. Changing the course of history seems like the right (and very much heroic) thing to do. The future in Evoland 2 is a scary era, with a cataclysm that changed the world, delusional citizens trying to pretend it never happened and new factions vying for power. But our characters will witness first-hand how history is always written by the victors, and how even the best lies cannot make a dark past go away. In fact, the Empire is celebrating the 50th anniversary of its victory over the Demons and it seems everything is going well in a cheerful and thriving world. The Present era of the world of Evoland 2 the action takes place 50 years after the Past era and everything is much more quiet. For example you will be able to witness an event directly in the past or find a record of them in the present or future, and more often than not, doing both will be the only way to have a clear perspective of what is really happening. These events tell a story that you can piece together in different ways. You will embark in a series of events related to the war between the Empire and the Demons, that will have a very deep impact on the evolution of the world and the other eras. ![]() The story takes place in a war-torn world where every character has his own ambitions and the definition of good or bad is really a question of perspective. The goal for the past was to create an ambivalent world where there is no clear bad or good guys. ![]() The past, which is visually inspired by the good old NES era (with some more modern twists). The story of Evoland 2 will take you through (mainly) 3 different time periods, each with its own historical setting and art style.
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