Zogblaster Archive/Pre-Game Sketches: Difference between revisions
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[[File:Zogblaster ruins.gif|ruins]] [[ | [[File:Zogblaster ruins.gif|ruins]] [[File:Zogblaster olthoi-tapestry.gif|olthoi-tapestry]] | ||
[[File:Zogblaster archeress.gif|archeress]] [[ | [[File:Zogblaster archeress.gif|archeress]] [[File:Zogblaster brickhouse.gif|brick house]] | ||
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[[File:Zogblaster shobridgehouse.gif|sho bridge house]] [[ | [[File:Zogblaster shobridgehouse.gif|sho bridge house]] [[File:Zogblaster warrioress.gif|warrioress and fiend]] | ||
[[File:Zogblaster shobridgehouse2.gif|sho bridge house]] [[ | [[File:Zogblaster shobridgehouse2.gif|sho bridge house]] [[File:Zogblaster garohouse.gif|garondish house corner]] | ||
[[File:Zogblaster garostore.gif|garondish general store]] | [[File:Zogblaster garostore.gif|garondish general store]] | ||
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[[Category:Zogblaster | [[Category:Zogblaster Archive]] | ||
[[Category:Artwork]] | [[Category:Artwork]] |
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.
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