These drawings are all around a year or two old now, but it’s still where my heart is at.
This concept art is for my friend’s indie game. I’ll insert a link when he’s ready to share. This piece was intended to help define the general feel, camera, and capture the spirit of embarking on an RPG. His game has evolved since this image and I don’t want to spoil it, so I won’t reveal anymore. But it’s in line with my own aspirations. If you gave me a game-wish granting genie lamp, I would wish a modern game built on the legacy of fantasy RPGs, like Divinity, but with more of the charm and whimsy of classic JRPGs… and/or also maybe Final Fantasy Tactics remastered.
The Gelatinous Cube encounter (below) was an experiment to try and seize that thread. The dialogue boxes were inspired by isekai anime. The diagetic non-diagetic UI that’s often a feature of that genre strikes a chord with me. It helps to bridge the immersion. Maybe because I’m so desensitized that I more readily accept the authenticity of a virtual experience over a realistic representation (Except, have you watched Grimgar?). So anyways, the characters in this world should be vaguely aware that they’re in a game. They can see each other’s menus and dialogue bubbles but to them it’s totally natural.
Some more RPG environments. Audiences generally respond better to first-person POVs, with exaggerated atmosphere and depth of frame. But for my money, isometric (or telephoto) cutaways are where it’s at. They’re not as high impact as cinematic compositions, but they have a special power too. Like aerial photos, these are all about big picture story telling, relationships, and details.
P.S. Now you can’t say I didn’t update my blog for a year… Almost, but nope!