Zogblaster Archive/Pre-Game Sketches: Difference between revisions
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imported>An Adventurer (New page: ''Original Links - http://www.zogblaster.com/tweb/asherons-call/concept.htm & http://www.zogblaster.com/tweb/asherons-call/concept2.htm <div style="background-color:#AC8D4F; border:2px so...) |
imported>Arkalor No edit summary |
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''Original Links | ''Original Links (now dead):'' | ||
<br>''<nowiki>http://www.zogblaster.com/tweb/asherons-call/concept.htm</nowiki>'' | |||
<br>''<nowiki>http://www.zogblaster.com/tweb/asherons-call/concept2.htm</nowiki>'' | |||
<div style="background-color:#AC8D4F; border:2px solid #471414;width:80%;padding:30px;margin-bottom:20px;margin-left:5%;margin-right:10%;"> | <div style="background-color:#AC8D4F; border:2px solid #471414;width:80%;padding:30px;margin-bottom:20px;margin-left:5%;margin-right:10%;"> | ||
<div align=center>[[File:Archive Zogblaster ac words.png|link=Zogblaster Archive|Click to return to Zogblaster Archive]]</div><br> | |||
Artist conceptualization is vital in a game set in such a rich, diverse, and immense world as that of '''''Asheron's Call''''. | <font color=#000000> | ||
Artist conceptualization is vital in a game set in such a rich, diverse, and immense world as that of '''''Asheron's Call'''''. | |||
<br><br>Monsters and characters are often "fleshed out" on paper before becoming game elements. These concept sketches establish the setting's mood, allowing developers to imbue the game world with a look that is both inspired and consistent. | <br><br>Monsters and characters are often "fleshed out" on paper before becoming game elements. These concept sketches establish the setting's mood, allowing developers to imbue the game world with a look that is both inspired and consistent. | ||
<br><br>As the landscape of the game world covers hundreds of square miles, our design team must provide enough variety for players to find new and exciting places wherever their characters travel. | <br><br>As the landscape of the game world covers hundreds of square miles, our design team must provide enough variety for players to find new and exciting places wherever their characters travel. | ||
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<big><b>Page 1</b></big> | <big><b>Page 1</b></big> | ||
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[[ | [[File:Zogblaster ruins.gif|ruins]] [[File:Zogblaster olthoi-tapestry.gif|olthoi-tapestry]] | ||
[[ | [[File:Zogblaster archeress.gif|archeress]] [[File:Zogblaster brickhouse.gif|brick house]] | ||
<big><b>Page 2</b></big> | <big><b>Page 2</b></big> | ||
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[[ | [[File:Zogblaster shobridgehouse.gif|sho bridge house]] [[File:Zogblaster warrioress.gif|warrioress and fiend]] | ||
[[ | [[File:Zogblaster shobridgehouse2.gif|sho bridge house]] [[File:Zogblaster garohouse.gif|garondish house corner]] | ||
[[ | [[File:Zogblaster garostore.gif|garondish general store]] | ||
[[ | [[File:Zogblaster rennajcity.gif|mythical flying city]] | ||
</div> | </div> | ||
[[Category:Zogblaster Archive]] | |||
[[Category:Artwork]] |
Latest revision as of 09:57, 1 August 2012
Original Links (now dead):
http://www.zogblaster.com/tweb/asherons-call/concept.htm
http://www.zogblaster.com/tweb/asherons-call/concept2.htm
Artist conceptualization is vital in a game set in such a rich, diverse, and immense world as that of Asheron's Call.
Monsters and characters are often "fleshed out" on paper before becoming game elements. These concept sketches establish the setting's mood, allowing developers to imbue the game world with a look that is both inspired and consistent.
As the landscape of the game world covers hundreds of square miles, our design team must provide enough variety for players to find new and exciting places wherever their characters travel.
Page 1
Page 2