Category Archives: artblog
Happy Saturday, folks! This is just a quick announcement that if you’re going to be at PAX Australia this year (and let’s face it, who in this part of the world isn’t?), then be sure to check out the PAX Rising indie pavilion for some hands-on time with Objects in Space.
To celebrate this news, we’ve updated the Objects in Space web site with a new gallery of screenshots (mainly of the Ceres class starship), and have a dev blog post from our lead artist Mathew Purchase about the transition from 2D to 3D and what that meant for the development cycle.
Check it all out and if you’re keen for more spacefaring submarine-influenced intrigue and excitement, then we’ll see you at PAX Australia!
Sincerely, the Flat Earth Games team…
It’s been a long two years. No really, it’s been much longer than it needed to be. As I’ve said before I came onto the Towncraft project in September of 2011 while I was still studying at AIE. At that time it was under the assumption I would be doing ALL of the artwork (and thanks to the talented boys: Corey, Josh and Matt for sharing the load).
After my first meeting with Rohan and Leigh I was pretty fired up to work on the project but it was really hard to make art for Towncraft consistently with out conflicting schedules. Occasionally there would be a big push for a deadline but most of the time it was just dead. This went on for some time and it wasn’t until mid-year 2012 that development became steady and consistent.
The point is that when a lot of people work on one project in their spare time there doesn’t seem to be light at the end of the tunnel. So, today I want to share with you all some old artwork on behalf of the artists here at Flat Earth to celebrate how far we’ve come.
For everyone playing the game, we hope you have enjoyed it so far and will continue to as the game gets more fun and as we as artists improve. Thanks for all your feedback and support thus far.
Proportion sketches for characters (the no body one was a little out there).
Very early Miner proportions.
The old eyes. So big!!
NPC concepts that never made the game.
Failing to find a concept we liked for our third PC, the Merchant, before he was scrapped.
Early scrapped concept for the logo.
Old t-shirt idea.
Crafting Table node positioning.
I imagine a common conundrum for many artists who work on one project for an extended period of time is looking back on past work that had been greenlit and seeing utter garbage. Then comes the troubling task of deciding whether to keep what is there and endure hours of eye twitching or remaking it and possibly wasting precious hours.
This issue is no stranger to the games industry and occurs across the board, be it AAA titles, indie companies and one-man projects. Fez, L.A. Noire and Spore are some of my favourite examples and extended development caused problems after release for these games regardless of how beautiful and fun they are.
So where is the sweet spot between time and quality?
Hi, I’m Justine, I’m one of the artists on the Flat Earth Games dev team. I was also the lucky first person (other than Rohan and Leigh) to join the project. That was almost a year and a half ago now.
When it comes to communicating with the Harris brothers, they and I are very different. They are very good at explaining their ideas in words but unfortunately have little artistic skill, wheras in my case, I fail to convince them of any ideas until I’ve completed the image as a sketch or finished product before they understand what I was getting at.
Sometimes this can lead to arguments or feelings being hurt. Fortunately at Flat Earth, everyone is very laid back and I’m blessed with a lot of creative freedom. This doesn’t mean that everyone shouldn’t practice being conscientious when communicating to either party. Teamwork in game development is key, and here are a few tips for everyone to remember when working on their own game.
– Firstly, and probably most importantly, don’t be a narcissistic asshole. While it’s good be confident about your art, programming, or design, always spend time to look at everything objectively and improve it. If you still find that hard, why not watch this video.
– Always embrace widespread critique. When sending out an email asking for critique about a certain part of the game (especially creative aspects), don’t exclusively send it to the people who are part of the same department. Sometimes the best feedback is from someone you’d least expect.
– Spend time constructing ideas that everyone can understand. It’s true that designers, artists and programmers have their own dialects and it can be hard to successfully tell an idea to everyone and be on the same page. This is primarily the job of the designer but in a small team the lines between departments blur.
– Don’t give up. If you truly believe you have a good idea and you can’t communicate it, just do it! Spend a few hours on your weekend or after work producing a mock-up and re-submit your case. More often than not, the idea will be green-lit, if not, it makes it a lot easier for the other party to explain why it won’t fit in with the game and you can take that onboard for your next task.
– Trust your team. I’ve lost count of the times when I’ve drawn a blank trying to come up with ideas for a certain asset. Don’t be a hero and try to push through it alone. The best thing you can do is send out an email to the team asking for ideas- when others aren’t stuck in the art grind it’s a lot easier for them to come up with suggestions. You might not even take their idea, most times it sparks inspiration for something else wonderful.
Without everyone doing these things, we never would have got Township off the ground. Comparing Rohan’s initial sketches (above) that I saw a year ago to where we’re at now is quite incredible.