Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote: A world is about feel.
When someone enter a town or come close, all kind of stuff goes on, people talk, insects, wind and a buzz in the air with the surroundings.
This is true.
"A picture's worth a thousand words," is not always true, but it should be.
When someplace "feels" a certain way we "know" something about that place--the visual and audio clues have told us. This is story telling and what good artists have been doing for centuries.
Tapping into the common experiences that most people share and giving clues that bring to mind real experiences, or "feelings" is what I'm talking about.
For example: Most people have seen a dead animal lying by the side of the road. Many times there are flies buzzing around it. If that same dead animal is placed in the forest and the flies removed, it tells a completely different story. Think about it, if it's by the road and there are flies, you know it was hit by car recently. IF there are no flies and it's in the forest, you'll wonder why it's dead. You'll look for the reason--did some other animal kill it? Did it die of natural causes? Assume something killed it. You might not worry about the thing that killed it still being around if there are no flies, but add the flies and it tells you it hasn't been dead for weeks and the thing that killed it may still be in the area. Now, those birds you were hearing in the trees above, they're quiet now. All you hear are the flies buzzing over the corpse--this "feels" dangerous for reasons. By contrast, when you don't get a "feeling" about a place, chances are good there is no story to tell, or, the artists that are responsible don't understand the task they have been given.
In the world of Vanguard, cultures have come and gone, there have been struggles that gave birth to ideas that changed societies, great geographic upheavals that have toppled empires and forced enemies to become friends, and otherworldly creatures that have threatened the order of the world. It's epic in scale, but always at the heart of it are individuals.
The world can be a visceral place on their level. A good story is like that. It takes you there. It immerses you. You "feel" it.
Vanguard will too.
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Find all posts by Elandar, Mighty Wizard.
Find all posts in "The look and style of Vanguard".
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Quote: Originally Posted by Phainein Terra <snip> ... I am frequently accused of being overly-critical by everyone I know, and I get alot of enemies by criticizing games on fan forums, but so far there's nothing I can really complain about what I've seen and heard from Vanguard. Yes, that hasn't been much, but it usually doesn't take much for me to find something to complain about ... </snip>
ALL YOUR COMPLIMENTS ARE BELONG TO US!!!
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Find all posts by Taranis.
Find all posts in "The look and style of Vanguard".
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Quote: I think what's important is to have a unified style. No matter how different the races are, the locations and environments are... they really should all look (at least subconsciously) like they were all from the same artist. Characters should look like they belong in the towns. Creatures should look like they belong in the dungeon or forest they inhabit. That sort of thing.
Well said. This is exactly what an art director is responsible for determining and maintaining.
I've mentioned in a recent interview that a blend of style and realism is what I'm after. Vanguard is portrayed with a realistic brush, so to speak, but it IS a brush, not a camera. We choose what to accentuate and what to leave out based on what conveys the mood or feeling we want to communicate. Vanguard is a world full of variety and so far, you've only glimpsed a tiny portion...
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Find all posts by Elandar, Mighty Wizard.
Find all posts in "The look and style of Vanguard".
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Quote: Originally Posted by Kelevor What do you guys think of the style Vanguard seems to be going for so far? Judging from the concept art and other stuff *cough* it seems to me that Sigil appears to be going for more of a realistic look then say AC2 that has more of a vivid color cartoonish look to it. Allot of the concept art reminds me of old european archetic (sp) and the world seems somwhat dreary and like it could use a few good heroes. What do you guys think? Also would you prefer a more realistic feel to it or something like WoW? Keep in mind that both worlds can still have lots of color and life in it yet be presented diffrently.
Keep in mind, btw, that we've only released concept for one area of the world, so you're only seeing one style and theme.
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Find all posts by Aradune Mithara.
Find all posts in "The look and style of Vanguard".
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