Thursday, 10 December 2015
Sunday, 6 December 2015
Reasons - Level Colour theory
Hub World
For the hub world we had to bear in mind that this would be the first environment the player would see, so we went with some basic, light colours so the player will feel at ease and no this area is safe. To contrast that we had the final level path have an eerie purple glow so it emits and gives off danger to the player
Leaf Grove
This is the first official level that the player will access too so we went with some basic complementary colours of purple, green, orange/brown and blue. We want the levels to show that something is amiss so they all have the same colours for the sky to signify the curse is still in full effect. We then chose a dark orange/ brown for the trees so the bark looks a lot darker which makes the area look like its been taken over by a dark force
Mole Town
We chose the tetrad complementary of Purple, blue, yellow, orange. Since this area was underground we wanted an earthy colour as well as a dark glow to it. We went with an orange that would make the lit up areas stand out to the rest of the cave. As the player goes deeper the more purple and blue shows.
Tree top Terraces
This area has a split complementary of Green, purple, red. This area is high up so there was more focus on the sky to set the atmosphere. Again the several shades of red was used for the tree bark and tree houses and the shades of green was used for the leaves. The purple was then used mainly for the sky as it looks a lot more ominous.
Lake View
For the lake view which is one of the later levels we wanted it to seem really cold and as if the curse is still very strong. We then chose an analogous colour complementary of blue, purple - blue and purple with the complementary of yellow to highlight the lit up areas. The blue is for the lake and then the purple - blue and purple was to be used for the sky and highlights around the edges. This gives the area a lot more of a darker atmosphere
Beakwynns Lair
This is the final level so we wanted to use more eerie colors to really give the player a sense of evil. We chose the complementary of Purple and green to use. We used more of a lime green for the floor and some of the moon where the trees and rocks we used purple as well as the sky. This makes the area look a lot darker which works for the final level
For the hub world we had to bear in mind that this would be the first environment the player would see, so we went with some basic, light colours so the player will feel at ease and no this area is safe. To contrast that we had the final level path have an eerie purple glow so it emits and gives off danger to the player
Leaf Grove
This is the first official level that the player will access too so we went with some basic complementary colours of purple, green, orange/brown and blue. We want the levels to show that something is amiss so they all have the same colours for the sky to signify the curse is still in full effect. We then chose a dark orange/ brown for the trees so the bark looks a lot darker which makes the area look like its been taken over by a dark force
Mole Town
We chose the tetrad complementary of Purple, blue, yellow, orange. Since this area was underground we wanted an earthy colour as well as a dark glow to it. We went with an orange that would make the lit up areas stand out to the rest of the cave. As the player goes deeper the more purple and blue shows.
Tree top Terraces
This area has a split complementary of Green, purple, red. This area is high up so there was more focus on the sky to set the atmosphere. Again the several shades of red was used for the tree bark and tree houses and the shades of green was used for the leaves. The purple was then used mainly for the sky as it looks a lot more ominous.
Lake View
For the lake view which is one of the later levels we wanted it to seem really cold and as if the curse is still very strong. We then chose an analogous colour complementary of blue, purple - blue and purple with the complementary of yellow to highlight the lit up areas. The blue is for the lake and then the purple - blue and purple was to be used for the sky and highlights around the edges. This gives the area a lot more of a darker atmosphere
Beakwynns Lair
This is the final level so we wanted to use more eerie colors to really give the player a sense of evil. We chose the complementary of Purple and green to use. We used more of a lime green for the floor and some of the moon where the trees and rocks we used purple as well as the sky. This makes the area look a lot darker which works for the final level
Thursday, 26 November 2015
Level Names
Hi guys,
When refering to the levels in the art book, GDD, or the presentation, please use the following level names.
1. Leaf Grove (forest floor)
2. Mole Town (caves)
3. Tree Top Terraces (tree tops)
4. Lake View (the lake)
5. Beakwynn's Lair
When refering to the levels in the art book, GDD, or the presentation, please use the following level names.
1. Leaf Grove (forest floor)
2. Mole Town (caves)
3. Tree Top Terraces (tree tops)
4. Lake View (the lake)
5. Beakwynn's Lair
Reasons behind my colour theory - Characters
Colour Theory on
the created Characters
Flint – Split Complementary of Light Blue so 3 colours of
Blue, Yellow - Orange and Red. Using the complimentary of Blue and Orange it makes
the character look like innocent or brave and the orange is meant to make him
seem energetic and happy which contrasts against the Antagonist, Beakwynn. By
making his backpack and goggles red it signifies determination and strength but
since only his accessories are painted red it is not his main attribute.
Master Beakwynn – Using the colour Purple as his main cloak
gives him a sense of loyalty or nobility which is what he acts like. He thinks
he is the ruler of the forest so giving him a flowing purple robe amplifies
that. Having the orb on top of his staff red shows danger and the pose we have
of him holding it makes it look intimidating or flowing with power. Also taking a look at popular 'bad guys' from comics, games, etc we noticed that most of the bad guys use mostly secondary colour so we thought we would take that into account and use this for not just beakwynn but most of the other enemies too
The ‘Merchant’ – We didn’t want him to be just an ordinary
black and grey raccoon so we started looking at other possible colours for him.
Eventually we went with a dark brown fur with light brown fur highlights which
still gave the character individuality as well as still maintaining the Raccoon
colours and style. We also gave him a dark blue trench coat as it makes him
look a bit shady since his items are ‘legitimately purchased’ but since we used
blue it still signifies a level of intelligence and goodness about him.
Rural Rabbits – We went with a bright pink for the fur of
the rabbit as they are meant to look the most harmless of all the NPC’s as they
are in the first level of the game they aren’t meant to look the strongest.
Their jacket is green as it complements the pink fur and it also gives them the
look of a farmer which is the area they inhabit.
Miner Moles – For the Moles we didn’t want them to have the
basic stereotypical colours of normal moles so we went for a Purple – blue
colour for his fur then using the split complimentary colour theory we made his
hard hat orange and his vest yellow. This fitted really well for the character as
he is meant to be a miner so he would have some protective gear on .This would
also make the character light up in the darkly lit caves
Friendly Frogs – We used the analogous theory we went with
Blue – Green, Green and Yellow – Green. We wanted the frogs to look quite upper
class so we gave them a blue suit so they think they are better than the rest
of the forest
Soaring Squirrels – Since these NPC’s will be flying I
wanted to look at the Air force or army helmets so they would be a green camo
colour then the squirrel would be red so the helmet would complement this. Also
by making them red they will stand out from the rest of the level
Wednesday, 25 November 2015
Colour Theory - Soaring Squirrels
The flying squirrel colour theory, he will have a camo flight cap that the old pilots used to wear and red fur to compliment it with a lighter shade on his stomach
Tuesday, 24 November 2015
Frog, Armoured Rat and Mole Sketches
Low res Sketches for NPC's. We'll scan these first if we are adding them to the art book or presentation.
Final Characters
Here are some low res images of the final characters. The High res PSD files are in the drive in the finalized characters folder. Please never use blog pictures for the art books.
Monday, 23 November 2015
Thursday, 19 November 2015
Following John's Advice
I found a website with a quick explanation as to why CMYK is better for printing than RBY: http://cruxcreative.com/rgb-vs-cmyk-when-to-use-which-and-why/
As I find more, I will post them, or update this post.
As I find more, I will post them, or update this post.
Cursed Woods Colour Theory
An idea for the colour theory for the Cursed woods and i found a new app for it.
This image was using the same app i used for nearly all of them but as you can see the search system is very basic but I used the triadic colour theory and used tertiary colours, but like I said its still quite basic

This new app I used has built in colour schemes created by fellow designers to create and swap palettes. I found this nice colour scheme for the Cursed wood's in which it uses a dark purple and an eerie yellow-green which can be used for highlights and lit up areas
This image was using the same app i used for nearly all of them but as you can see the search system is very basic but I used the triadic colour theory and used tertiary colours, but like I said its still quite basic

This new app I used has built in colour schemes created by fellow designers to create and swap palettes. I found this nice colour scheme for the Cursed wood's in which it uses a dark purple and an eerie yellow-green which can be used for highlights and lit up areas
Colour Theory - Rural Rabbt
Here is a quick colour theory for the Rabbit, using split complementary I used pink for the fur and green for the jacket
Tree Top Towers Colour Theory
Here are some colours for the Tree Top Towers area. I have used a Split complementary using the Green as the main and purple and red as the spit. The colours I got from the first app where too light so I thought I should look for something more darker
This is what i got from that search and editing the colour wheel so I managed to get a darker green, purple and a dark red, this palette will work much better as it reflects the world a lot more
Lake area colour theory
This is the colour theory for the lake area, since the mood boards were created a while ago I have mainly focused on just the theory. Since the area is going to be a night-time, lake area I have used the analogic theory so the area will seem quite cold as the curse is still in full effect. To highlight the area the houses will be lit up with orange or yellow lights, to still show the area has some life in it
Wednesday, 18 November 2015
Coloured Flint, Beakwood and First Rat
This are the final versions of our Protagonist and Antagonist in their main poses. And one of the Rat minions, although I think he needs a shirt.
Colour theory - Heroes vs Villans
This might help with some inspiration for character colours...
This helped me with the colours for Master Beakwynn.
(You'll need to download this to view properly as it doesn't display properly here)
Monday, 16 November 2015
Art Book Mood Board
I created a mood board of what the art books could look like for the environments art book and the characters art book.
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