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'''DANIEL FORTESQUE'''. The first concept designs for the hero of Medievil. Dan first started life as a large bulky (undead) knight with a rather small skull. As the designs evolved it was decided that Dan should have no lower jaw bone and his body became small in size and his skull more abstract. Dan was then bought to life by the animations of [[Mitch Phillips]]. The dragon character is a version of Dan after he drinks the [[Dragon potion]]. To the right is a [[MediEvil NAVIGATION BOOK|Japanese Medievil book]]. | '''DANIEL FORTESQUE'''. The first concept designs for the hero of Medievil. Dan first started life as a large bulky (undead) knight with a rather small skull. As the designs evolved it was decided that Dan should have no lower jaw bone and his body became small in size and his skull more abstract. Dan was then bought to life by the animations of [[Mitch Phillips]]. The dragon character is a version of Dan after he drinks the [[Dragon potion]]. To the right is a [[MediEvil NAVIGATION BOOK|Japanese Medievil book]]. | ||
=====Visual Concepts===== | =====Visual Concepts===== | ||
The above crayon drawings were the first conceptual visuals of how the game might appear on screen. At an early stage it was decided that the game would only have three on rail camera modes - a camera behind Dan, camera to the side of Dan (sideways scrolling) and a camera above Dan. As our technology grew we used all manner of camera angles to follow Dan throughout the game. | The above crayon drawings were the first conceptual visuals of how the game might appear on screen. At an early stage it was decided that the game would only have three on rail camera modes - a camera behind Dan, camera to the side of Dan (sideways scrolling) and a camera above Dan. As our technology grew we used all manner of camera angles to follow Dan throughout the game. | ||
=====Art Style===== | =====Art Style===== | ||
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Medievil art style. Visually the game Medeivil was to have been inspired by the movie 'The nightmare before Christmas', a warped gothic world (this was before anyone else had used this art style other than Mr Burton). We wanted our world to be a lot more colourful than TNBC so I spent some time creating little crayoned drawings depicting what the terrain in Medievil will look like. We wanted our worlds to be as curvy with lots of ups and downs and as wonky as possible. | Medievil art style. Visually the game Medeivil was to have been inspired by the movie 'The nightmare before Christmas', a warped gothic world (this was before anyone else had used this art style other than Mr Burton). We wanted our world to be a lot more colourful than TNBC so I spent some time creating little crayoned drawings depicting what the terrain in Medievil will look like. We wanted our worlds to be as curvy with lots of ups and downs and as wonky as possible. | ||
=====Zombies===== | =====Zombies===== | ||
The land of Medievil (Gallowmere) is populated by many types of [[zombies]]. The zombies in Medievil are colourful cartoon zombies that would not be out of place in a children's horror book. The zombies were to pop out of the ground in coffins a delivery mechanism taken from the old classic arcade game, Ghosts and goblins. We had various code names for the zombies in Medievil such as 'Elvis zombie', 'golfing zombie' and 'stupid zombie.' | The land of Medievil (Gallowmere) is populated by many types of [[zombies]]. The zombies in Medievil are colourful cartoon zombies that would not be out of place in a children's horror book. The zombies were to pop out of the ground in coffins a delivery mechanism taken from the old classic arcade game, Ghosts and goblins. We had various code names for the zombies in Medievil such as 'Elvis zombie', 'golfing zombie' and 'stupid zombie.' | ||
=====Graveyard Map===== | =====Graveyard Map===== | ||
Various designs for the graveyard options screens (the camera roves through the graves that display the player options). This was re-used for the PSP version. | Various designs for the graveyard options screens (the camera roves through the graves that display the player options). This was re-used for the PSP version. | ||
=====Zarok===== | =====Zarok===== | ||
Pictured to the left are early designs for the villain of Medievil; '''[[Zarok]] the sorceror'''{{sic}}. Zarok actually turned out rather camp which gave him an endearing quality as a villain and suited the quirky fun nature of Medievil. To the right are designs for the city of madness, a domain that Zarok seeks to control. 3D render of the city of madness by Jason Riley. To the far right are extracts from one of my note books. | Pictured to the left are early designs for the villain of Medievil; '''[[Zarok]] the sorceror'''{{sic}}. Zarok actually turned out rather camp which gave him an endearing quality as a villain and suited the quirky fun nature of Medievil. To the right are designs for the city of madness, a domain that Zarok seeks to control. 3D render of the city of madness by Jason Riley. To the far right are extracts from one of my note books. | ||
=====Knights===== | =====Knights===== |