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EminenceFlora

Digital Trading Card Game / MMORPG Project

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sunandshadow    7426

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.

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EminenceFlora    517

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

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sunandshadow    7426

 

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.

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Kryzon    4624

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

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EminenceFlora    517

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

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EminenceFlora    517
 

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

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minibutmany    1998


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. 

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EminenceFlora    517

 


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

[video=youtube;F788Sa3iVFk]http://www.youtube.com/watch?v=F788Sa3iVFk[/video]

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EminenceFlora    517
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

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EminenceFlora    517

Indra looks really good and is much easier discern from the others, maybe if you defined the weapons of Kronos and Maximus a bit more it would make it easier to tell them apart.

 

Hello Scouting Ninja! We appreciate your feedback and will consider these changes. Future Aeterna cards will vary as we plan on expanding the deck as weeks go on. 
 
On that note, we are pleased to release Lucille - Virtuous Maiden and second playable card of the Ixion Division.
 

lucille_by_shoelesspeacock-d7dwvj9.png

Edited by EminenceFlora

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