Concept art. references and artstyle guide


M.H.-

Level Aesthetics:

The level doesn't fall short in its grandeur in stunning visuals the game features a waterfall that comes down the side of the mountain. The waterfall is a big mixture of different particle systems that work together to create the whole effect, splash, and mist, as well as swift waterfall, were the three intended design choices with the waterfall.

Style:

The style I'm going for is a lower poly look mixed with a realistic environment coming together to form a hybrid stylized level. The trees will sway and look close to real trees but the shapes will be more primitive and the textures will be more complex to give that extra level of dimension needed for the rest of the objects to catch up with the complex terrain of the level.


Vantage Point:

The main vantage point will be at the shrine to the snail on top of the mountain, you will be able to gaze out onto the entirety of the map without peering off the edge of the world. The Mountain will be scaleable and have more than the very peak as vantage points throughout the ascent.


Get Snail at Summer Camp

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