Monday, January 14, 2013
Finding a visual style for Chaos Reborn
I'm Robert Faludi, and I will make some guest-posts here on the blog about the graphics of Chaos Reborn. I'd like to first introduce what was the thinking behind the visuals of the game.
The objectives of the visuals are:
1. Respect the fans of the original game
2. If somebody sees the game, they should recognise it as Chaos
3. It must have a distinctive style
4. It must have a mature style
All of this points to an original style, which requires some experimentation. The first important thing is to analyse the original game's graphics features, and see why it was working. On the Spectrum, you could only use 2 colors in each 8x8 pixel region, for that reason, and to make things simpler, Chaos was using a simple black background, and each creature had 1 dominant color. It was working perfectly, the sprites were immediately recognizable, even with those severe limitations, and it made the playing field very easy and clear to look at. The world looks like a black void, and the creatures are born out of that. So the first idea was that the background could be pretty dark in Chaos Reborn too, and the creatures could stand out, they could be glowing, and oozing magic energy. Because the creatures are very important and integral part of the original game, I started concepting those, and tried to make them look otherwordly and glowing with magic energy. I took the original sprite shape of one of them, and based on that, made a new version, keeping the target platforms (mobile platforms will be supported too) and 3D implementation in mind. The creatures cannot be very high-poly, and the visuals will emphasize motion and effects over geometry and texturing. The angular look will be a style choice.
So it all came to this, you can check the progression on the lion creature: