Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


  • You cannot reply to this topic
95 replies to this topic

#1 EminenceFlora   Members   -  Reputation: 512

Like
8Likes
Like

Posted 23 February 2014 - 07:06 AM


Hi everyone! I am a graphic designer who is currently working on a brand new online TCG. This is my first major personal project with industry talents working alongside me to produce something unique for the mobile app market, console and web. 
 
The game itself takes inspiration from classic RPGs like; final fantasy (Triple Triad), Kingdom Hearts and Zelda, as well as community driven cooperative videogames (Multiplayer, Team based coop and a fully integrated Guild system). The game will also feature an isometric / top down world where people can interact and socialise in. I'll be promoting more artwork and exclusive screenshots of this game in the upcoming weeks.
 
fr3Yj6G.jpg
 
ZHPlLh6.jpg
 
EDHBqt6.jpg
 
uQpHeIB.jpg
 
Z4Y8n6k.jpg
 
Hb5QPc9.jpg
 
eminence_world_map_by_shoelesspeacock-d6
 
NCfqVVh.png
 

8LQ3SlG.png

 

QKEFRrP.png

 

JGDmOt0.png

 

Looking forward to any feedback!

 


Edited by EminenceFlora, 08 October 2014 - 07:03 AM.


Sponsor:

#2 Kryzon   Prime Members   -  Reputation: 3226

Like
5Likes
Like

Posted 23 February 2014 - 04:35 PM

Interesting patterns.
I would like to know what software are you using to make those symbols.

#3 sunandshadow   Moderators   -  Reputation: 4980

Like
0Likes
Like

Posted 23 February 2014 - 05:46 PM

If the main activity of the world is socialization, top-down is an unfortunate choice of perspective for that.  I quite like the white on black symbols and card borders though.

 

@Kryzon, I don't know what they actually used but you could easily make those kind of symbols in Illustrator or Inkscape.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#4 EminenceFlora   Members   -  Reputation: 512

Like
1Likes
Like

Posted 23 February 2014 - 06:42 PM

Interesting patterns.
I would like to know what software are you using to make those symbols.

 

Hi Kryzon, we used Adobe Illustrator to create our design assets.

 

If the main activity of the world is socialization, top-down is an unfortunate choice of perspective for that.  I quite like the white on black symbols and card borders though.

 

@Kryzon, I don't know what they actually used but you could easily make those kind of symbols in Illustrator or Inkscape.

 

Hello Sunandshadow! Thank you for your feedback. Just out of interest, is there a reason why you think top-down is an unfortunate choice of perspective?


Edited by EminenceFlora, 23 February 2014 - 06:42 PM.


#5 sunandshadow   Moderators   -  Reputation: 4980

Like
4Likes
Like

Posted 23 February 2014 - 08:45 PM

 

If the main activity of the world is socialization, top-down is an unfortunate choice of perspective for that.  I quite like the white on black symbols and card borders though.

 

@Kryzon, I don't know what they actually used but you could easily make those kind of symbols in Illustrator or Inkscape.

 

Hello Sunandshadow! Thank you for your feedback. Just out of interest, is there a reason why you think top-down is an unfortunate choice of perspective?

Yes, top-down perspective is a particularly bad perspective for looking at people/characters.  When players socialize, they want to see the faces and clothing of each others' avatars.  Puzzle Pirates is an example of a game that has had significantly lower cash-shop revenues and lower player satisfaction due to having a top-down graphical system (and also a lousy avatar base) that does a poor job of displaying players' customizations of their characters.  GaiaOnline is an example of the opposite; they initially never intended to have their avatars walking around in a game environment, so they chose an avatar system optimized for socialization (via their forum system); they had to hackily retrofit it for their social environment, GaiaTowns (and the retrofitted system was then used for their MMO, zOMG).  Their avatar bases aren't that great, but you can really SEE the items equipped on them; players buy thousands of dollars of GaiaCash every month, mostly spent on customizing their avatars.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#6 EminenceFlora   Members   -  Reputation: 512

Like
5Likes
Like

Posted 24 February 2014 - 03:44 AM

 

Hello Sunandshadow! Thank you for your feedback. Just out of interest, is there a reason why you think top-down is an unfortunate choice of perspective?

 

Yes, top-down perspective is a particularly bad perspective for looking at people/characters.  When players socialize, they want to see the faces and clothing of each others' avatars.  Puzzle Pirates is an example of a game that has had significantly lower cash-shop revenues and lower player satisfaction due to having a top-down graphical system (and also a lousy avatar base) that does a poor job of displaying players' customizations of their characters.  GaiaOnline is an example of the opposite; they initially never intended to have their avatars walking around in a game environment, so they chose an avatar system optimized for socialization (via their forum system); they had to hackily retrofit it for their social environment, GaiaTowns (and the retrofitted system was then used for their MMO, zOMG).  Their avatar bases aren't that great, but you can really SEE the items equipped on them; players buy thousands of dollars of GaiaCash every month, mostly spent on customizing their avatars.

 

Hello again Sunandshadow, we have already looked into potential solutions on how to make the social aspect work within a top down / isometric world. Our avatars will be big enough to allow and visualize character customization. You make some very good points, and we will definitely look into improving the structure of our avatar system.

 

In the forthcoming weeks I will release some in-game screenshots of the virtual world, a long with the card designs themselves. Really appreciate the feedback! Very insightful.. smile.png



#7 EminenceFlora   Members   -  Reputation: 512

Like
4Likes
Like

Posted 27 February 2014 - 05:59 PM

05GdX6S.jpg

 

Our first card reveal will be shown tonight! 



#8 EminenceFlora   Members   -  Reputation: 512

Like
3Likes
Like

Posted 28 February 2014 - 08:12 PM

Introducing Kronos - "The Fallen Hero" and our first playable card for Eminence: Xander's Tales.

 

 

Bio.png


Edited by EminenceFlora, 28 February 2014 - 08:13 PM.


#9 Kryzon   Prime Members   -  Reputation: 3226

Like
4Likes
Like

Posted 01 March 2014 - 02:23 PM

Hello.
I like the design.

I think it asks for a heavy saturation.
This card should look better with stronger colours as it represents something, a power. It needs to stand out from your regular game UI.

By keeping the frame of each card (the edge ornaments) the same, you can afford the variation brought by the strong colours because you remain consistent with the style of the game. Additionally, the players will most likely appreciate seeing their favourite cards or heroes with strong colours.

For illustrating my point, here's a comparison. If you increase the saturation by 90% and add some slight red colour to the middle tones:

eminence_Example.png

As quick reference for theory and inspiration, I like to keep at hand this article from Valve on character art: http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf


Edited by Kryzon, 01 March 2014 - 05:35 PM.


#10 EminenceFlora   Members   -  Reputation: 512

Like
2Likes
Like

Posted 02 March 2014 - 08:35 AM

Hello.
I like the design.

I think it asks for a heavy saturation.
This card should look better with stronger colours as it represents something, a power. It needs to stand out from your regular game UI.

By keeping the frame of each card (the edge ornaments) the same, you can afford the variation brought by the strong colours because you remain consistent with the style of the game. Additionally, the players will most likely appreciate seeing their favourite cards or heroes with strong colours.

For illustrating my point, here's a comparison. If you increase the saturation by 90% and add some slight red colour to the middle tones:

eminence_Example.png

As quick reference for theory and inspiration, I like to keep at hand this article from Valve on character art: http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf

 

Hi Kryzon!

 

Thank you for your kind comments, suggestions and your illustration! We really appreciate that you have taken the time to help us improve our game as the style and design is a big part of Eminence: Xander's Tales.

 

Funny you should mention Dota2 as we are massive fans of the game ourselves. The art guide was very educational and a pleasure to read through.

I agree that a stronger colours and saturation makes the image stand out and helps to represent a feeling of power. In fact, we have used this approach in the earlier stages of our development (keep your eyes pealed for concept art designs coming to our blog soon!)

 

However, after much consideration and feedback we have decided to go with a more subtle approach. The colour pallet, art direction and style that we are going for is very specific and will become a lot clearer as more cards (and more divisions!) and other elements of the game are revealed. Please keep an eye out at www.playeminence.com. We plan to release a new card design every Thursday.

Thanks again for your interest and support!


Edited by EminenceFlora, 02 March 2014 - 08:35 AM.


#11 EminenceFlora   Members   -  Reputation: 512

Like
2Likes
Like

Posted 06 March 2014 - 05:53 PM

Our latest addition to our card set, Roshan.

 

8e9InIp.jpg

 

 

21cd1575c87a2a0b9d32a7b8c0c1ce46.jpg

 

Any thoughts / feedback welcome!


Edited by EminenceFlora, 08 March 2014 - 01:58 PM.


#12 Kryzon   Prime Members   -  Reputation: 3226

Like
0Likes
Like

Posted 06 March 2014 - 06:10 PM

Hello.

Do you sketch on paper first for establishing the pose and layout?


Edited by Kryzon, 06 March 2014 - 06:10 PM.


#13 sunandshadow   Moderators   -  Reputation: 4980

Like
0Likes
Like

Posted 07 March 2014 - 02:10 AM

I have to agree with kryzon, both charachters here would look much more appealing with more color to them.  The greyed-out yellows look kind of unhealthy.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#14 EminenceFlora   Members   -  Reputation: 512

Like
0Likes
Like

Posted 07 March 2014 - 06:20 AM

 

Hello.

Do you sketch on paper first for establishing the pose and layout?

 

 

Hi Kryzon, we use a combination of tablet sketching / paper sketching to create a skeleton before implementing the details.

 

 

I have to agree with kryzon, both charachters here would look much more appealing with more color to them.  The greyed-out yellows look kind of unhealthy.

 

Hi again sunandshadow! Thank you for the feedback, we appreciate it. We will certainly look into experimenting with a different spot colour for Aeterna at some point in the near future. We chose this particular colour palette to differentiate between other divisions that do indeed contain higher saturations. 


Edited by EminenceFlora, 07 March 2014 - 06:21 AM.


#15 EminenceFlora   Members   -  Reputation: 512

Like
2Likes
Like

Posted 08 March 2014 - 01:58 PM

 

Roshan Trailer.. Any thoughts / feedback welcome!



#16 EminenceFlora   Members   -  Reputation: 512

Like
0Likes
Like

Posted 14 March 2014 - 12:36 PM


In other news we have released our third Aeterna division card. Introducing Maximus - Ruthless Lux. (Card on the far right)

 
f0sVB39.jpg
 

maximus-final.png


Edited by EminenceFlora, 14 March 2014 - 12:39 PM.


#17 minibutmany   Members   -  Reputation: 1643

Like
4Likes
Like

Posted 14 March 2014 - 06:56 PM


I think it asks for a heavy saturation.
This card should look better with stronger colours as it represents something, a power. It needs to stand out from your regular game UI.

 

I actually disagree, I really like the look of the more subtle hues, it makes it seem almost melancholy. 


Stay gold, Pony Boy.

#18 EminenceFlora   Members   -  Reputation: 512

Like
0Likes
Like

Posted 21 March 2014 - 12:26 PM

 


I think it asks for a heavy saturation.
This card should look better with stronger colours as it represents something, a power. It needs to stand out from your regular game UI.

 

I actually disagree, I really like the look of the more subtle hues, it makes it seem almost melancholy. 

 

 

Hello minibutmany! Thank you for your comments and welcome to the thread. 

 

We are proud to finally introduce Odin - "The Ancient Kaiser" and our first playable Guardian card. Feedback / Comments always welcome as usual!

odin.png



#19 EminenceFlora   Members   -  Reputation: 512

Like
0Likes
Like

Posted 26 March 2014 - 03:19 AM

We will be showcasing armour progression for each division throughout the month. Here is an idea of how your avatars will look like within the virtual world of Artalys:
 

home_slider03_revealed-1040x500.png


Edited by EminenceFlora, 26 March 2014 - 03:20 AM.


#20 EminenceFlora   Members   -  Reputation: 512

Like
1Likes
Like

Posted 07 April 2014 - 07:11 AM

Introducing Indra - The Divine Sage and first playable card of the Ixion Division. Looking forward to any feedback/comments.

 

10247369_310434792440951_1957970040_n.pn







PARTNERS