Zogblaster Archive/Pre-Game Sketches: Difference between revisions

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imported>An Adventurer
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imported>An Adventurer
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Artist conceptualization is vital in a game set in such a rich, diverse, and immense world as that of '''''Asheron's Call''''.  
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.

Revision as of 16:30, 25 March 2009

Original Links - 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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