#Game Environment Design
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Mastering Isometric & Isomorphic Game Design: A Quickstart Guide to Unlocking 3D Potential in 2D Worlds
We say that: “oh I love that Baldur Gate, let’s crack out an isometric.” Or, “oh, digging this Final Fantasy Tactics stuff, let’s do that sideways angle thing.” But what does that mean? Let’s break it down mathematical. T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a isometric isomorphism if it is a linear isomorphism, and it is an isometry, that is ∥T(x)∥Y=∥x∥X∀x∈X; T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a topological…

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#2D Game Development#3D Game Aesthetics#Bijective Transformations#Game Design Innovation#game design lessons#Game Design Principles#Game Design Strategies#Game Design Tutorials#game designer#Game Development Blog#Game Development Techniques#Game Environment Design#Game Graphics Design#Game Mechanics#game studies#Game World Consistency#game writer#game writing#indie game dev#Isometric Art Style#Isometric Game Community#Isometric Game Design#Isometric Game Engines#Isometric Game Tutorials#Isometric Graphics#Isometric Indie Games#Isometric View#Isometric vs. Isomorphic#Isometry in Games#Isomorphic Maps
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Overcoming Game Environment Design Challenges
This blog addresses key challenges in game environment design, including performance optimization, maintaining style consistency, and ensuring interactivity. It provides actionable solutions such as playtesting, style guides, and dynamic features to overcome these obstacles, ultimately helping designers create visually appealing, functional, and immersive game environments that enhance the gaming experience.
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Team Fortress 2's concept art featured in The Art of Videogames (2007)
A transcription of the paragraphs shown can be found below.
Inspiration
"To both complement Team Fortress 2's exaggerated gameplay and differentiate ourselves from the modern photorealistic look of most other multiplayer action games, we chose to employ an art style inspired by early- to mid-20th-century commercial illustration alongside 1960s industrial design elements. Specifically, we drew inspirartion from the styles of commercial illustrators such as JC Leyendecker, Dean Cornwell and Norman Rockwell. These artists were known for illustrating characters using strong, distinctive silhouettes with emphasis on clothing folds, and they tended to use shading techniques which accentuated the internal shape of objects and characters while emphasising silhouettes with rim highlights rather than dark outlines. The nine character classes of Team Fortress 2 were designed to be visually distinct from one another. Even when viewed only in silhouette with no internal shading at all, the characters needed to be readily indeitifiable to players. For elements of the world associated with each of the two teams, blue and red, we defined specific contrasting properties to set them apart. While the red team's base tends to use warm colours, wooden materials and angular geometry, the blue team's base is composed of cool colours, industrial materials and orthogonal forms. We also deliberately avoided modelling the world in an overly complex or geometrically off-kilter manner, as this would add an unnecessary level of visual noise — not to mention memory-hungry vertices — to the scene. We found that keeping repetitive structures such as the bridge trusses, telephone poles or railroad ties to a minimum is preferable for our style, as conveying the impression of repetition in the space is more important than representing every detail explicitly. In general, the texture maps used on the 3D world are impressionistic, meaning that they are painterly and maintain a minimum level of visual noise. This is consistent with the style of painting used on background plates in many animated films, particularly those of Hayao Miyazaki, in whic broad brush strokes appear in perspective as if present in the 3D world rather than on the 2D image plane. Miyazaki also influenced the game's world and character colour palette." — Charlie Brown, project lead
Art and technology
"Valve is a goal-driven technology company, and game and visual design goals drove Team Fortress 2's technology requirements. Its unique look relies on artistic decisions made before the technology was implemented. For instance, a phong/rim-lighting shader was created specifically to help the characters 'pop' out of the environments. It removes detail in colour and then adds detail back in as highlights, giving the characters a stylised look that's simple yet sophisticated." — Charlie Brown
Bold outlines
"The specific characteristics we needed were mostly dictated by Team Fortress 2's gameplay. Foremost, we wanted players to be able to intuit each character's unique gameplay features at a glance. The Heavy Weapons character, for example, had to quickly convey strength, sturdiness, slowness, and the ability to pack a real wallop. To further aid in quick readability, each character class requires a bold, distinct silhouette shape." — Charlie Brown
#Thought this was important to transcript since it contains important information for people who r interested in studying this game's style!#tf2#team fortress 2#concept art#valve#character design#type: concept art#type: environment
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Finished this video game concept a few months ago to apply to Uni, using one of my already existing stories.
I really do hope I get to work on this further in the future, even if “just” in comic form. The content is close to my heart and relates to my own experience with depression, suicide and psychosis / the schizophrenia spectrum. Maybe it could help others find more empathy within themselves for their younger past selves.
I actually got the very first spark for this story back in… 2017? 2018? It’s insane how much has changed, it really does feel like it gained a mind of its own. Jane was originally the protagonist with a whole lot more curses involved. For a hot second it was even set in a magical boarding school! Imagine that!
Game in general is inspired by Silent Hill 2, The Cat Lady and What Remains of Edith Finch. If I gave this another try I’d definitely include more fake screenshots.
Some slides (3) are missing - you can view them on my ArtStation profile :-)
#my art#larunartocs#concept art#character design#digital art#concept artist#video game concept#game concept#game concept art#videogame concept art#silent hill#silent hill inspired#silent hill 2#the cat lady#what remains of Edith finch#commission artist#open commissions#scopophobia#creepy art#omori inspired#pretty art#environment art#storyteller#storytelling#oc art#oc story#indie games#indie videogames#art#mental health awareness
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The concepts I did a few years ago for indie co-op adventure game of Funbrew Games
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when spring comes
🖤 turning fanweek 🖤
day 6 slice of life | hades and persephone | time loop
#turning novel#터닝#yuder aile#kishiar la orr#kishiyu#turning fanweek#fanart#myart#doodle#not sure if this is an unconventional assignment but i picked yuder for persephone bc he brings change in 2nd tl#i actually had a bit of trouble envisioning the environment for this piece but i think it's alright ><#i winged the rendering for the climbing plants in the background and somehow it turned out well lol#and i typically don't use this kind of tonal adjustment but i think it works well for this piece!#the colors give the piece a fairytale sort of vibe which aligns with the subject ^^#i will say i struggled a little bit designing kishiar's accessories bc i was trying not to accidentally copy hades game#and also the drafts for his headgear occasionally looked like z.agato from r.ayearth lol
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Clair Obscur: Expedition 33 by Nicholas Maxson-Francombe #7
#clair obscur expedition 33#nicholas maxson-francombe#action games#adventure games#fantasy games#concept art#environment design#creature design#artwork
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Some more art from my bachelor's degree final art project - Urnfield. Here are a few sketches of individual levels and some visual dev ilustrations of them :-)
#prehistoric art#concept art#video game concept#mobile game art#visual development#visdev#my art#digital art#mostrovska#level design#environment concept art
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Exploring Jedha | Jedi Survivor
#cw arachnophobia#almost all my photos are medium portraits and i’m gonna force myself to BACK UP and shoot more wides this year#i really do love the environments in this game but love the character designs even more#cal kestis#jedi survivor#star wars jedi survivor#star wars#jedha#photomode
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Prop art for Project Fish. Some things you'd typically see at a Li-Luan port.
These props are inspired by things you'd normally see at urban areas within south-asian communities.
I dug deep into what’s been inspiring me to create art for Ormauk recently, and a lot of it has been my relationship with nature as an adult, but especially more so when I was a kid. I grew up a short walk away from the beach. The town that I lived in was outside of the city, but you couldn’t really classify it as suburbia. There were empty plots of land filled with guinea grass growing taller than us kids. Unfinished foundations of houses that sat undisturbed for most of my life; overgrown and abandoned. There was a small pasture for cows behind my house where frogs croaked their hymns when rain fell and created ponds. Overhead cables and graffitied electrical transformers had a specific vibe that I just don't see where I live now.
I wanted to show my version of solarpunk, and it finally clicked with me how I can achieve this; by mixing those snapshots of my childhood with thematically designed technology that fit that south-asian culture I’m trying to emulate. A bit of what exists now and what could exist.
#i make it sound idyllic but there was also a slaughterhouse that would stink up in summer and#grace us with pig screams as you come back home from school#small artist#digital art#world building#ormauk#solarpunk#artists on tumblr#prop art#concept#concept art#environment design#southeast asia#aethereaii#illustration#gamedev#game development#game concept art
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Hyrule Castle Sealing Grounds concept art
#Legend of Zelda#Tears of the Kingdom#TotK Master Works#Hyrule Castle#environment design#all of these are genius ideas#I get the feeling this game was going to be much darker#Dehydrated Ganondorf#Demon Dragon
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Some fun stuff found in game files of Tales from the Borderlands that I haven't seen shared around . There's a lot, so I'll try my best to divide them into separate posts within Tumblr's limits.
Environment Part 2 │ Character Concept Art │ Game Renders │ Storyboard Part 1 │ Storyboard Part 2 │ Miscellaneous
#borderlands#tales from the borderlands#tftbl#game concept art#concept art#video game#video games#environment art#environment design#handsome jack#helios#hyperion#pandora
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The Broadcast Bazaar is a black market hidden amongst an old studio and the surrounding industrial sector. It won't be explorable for quite a while, but it will feature prominently in the opening cutscene of the public demo. There still a lot of details and NPCs that we need to add into the space, but things have been coming along quite smoothly this month, so I wanted to end the year on a bit of walk through.
More info to come in 2024.
#samurai unicorn#cyberpunk#ps1 graphics#indie games#psx#low poly#indie dev#game dev#90s vibes#character design#environment art#level design
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me: maybe i'm over it. maybe i can like, design a monster without my brain going to the absolute banging final fantasy x monster designs
the banging final fantasy x monster designs, tho:
(also i didnt want to clutter the post but there's a lot of rambling in the tags)
#final fantasy x#i mean it legitimately. this game was such a formative experience for me#i know jrpg designs are often mocked for being super over the top but final fantasy x's have something SO good about them.#they're very... idk the game REALLY managed to have a sort of very specific aesthetic? i think they really peaked in it's uniqueness#the world is so colorful. the way people wear clothes#the temples the patterns the symbols the everything it does really all come together even in the monsters#and also like i watched my dad play this game for the first time when i was like 6 or 7yo and i saw a big feathery dragon with a giant halo#and understandably i went: HOLY SHIT.........????#anyways. i guess this is all to say: half of my monster designing brain came from this game specifically#i've joked this a lot about my campaign but sometimes i call it an “extremely long and convulsed ffx reference”#just because this game was so influential for me#my favourite is final fantasy ix yeah but. i think ffx did really shape me faaaaar more#like dont get me wrong ffix is GREAT i absolutely adore it and it's got a very good style and environment design and such#but ffx was probably the game that got me drawing#anyways HAHA that's a lot of tags oops
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For my delulu, I like to imagine Harumasa reenacted a similar scenario from one of Lighter's trust event as an apology for Seth running around the square

This twt account isnt mine but it's the scene I was referring to!
#also for practicing drawing backgrounds!#or ig environment based characters?#anyway i kinda gave up with the very small details of their design oop#i figured out the transformation tool for ibispaint can do like a pattern kinda thing so there are lines overlapping oop#its fun!#cuz i only used it for tiling patterns before#yes both belle and harumasa switched their respective moustache glasses!#my art#animedrawing#fanart#fanart of a game#zenless zone zero#zzz eous#zzz belle#zzz asaba harumasa#zzz lighter lorenz#zzz wise#zzz seth lowell#this drawing took me a month waaaa cuz i keep forgetting the very small details#idk if belle's grey front fringe is visible ouh#i applied a multiply layer with a manga fx on top with noise fx!#it gives a different feel when zoomed in#zzzero#zenless fanart#zzz
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I've got a few more screenshots!
You know what that means!









mmmh look at them colours – bungie is so good at setting the scene and turning the whole game into literal art 🥹
PS: If you wanna support my virtual photography account I'd be so happy! It's @/wayfarer_guardian_vp on Instagram!
#i love the skyboxes#i love the setting#i love the world design#i love the colours#i love the environments#i love the sound design#i love the music#i love this game so muchhh#destiny 2#destiny the game#destiny screenshot#queue up guardian
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