Yesterday i started fiddling around with the headscreen concept art - the purpose of this is to visualize the final look of a part of a level - it doesn't need to be perfect, but it needs to convey the light and mood of the level (or part) and show the main areas the player will move through.
I've also decided to skip the tutorial part i had planned for this level since it didn't seem relevant to visuals of the level.
The main vista in the level i'm concepting will be the waterfall scene, this is a grand scene where the camera will zoom out, much like in the prototype demo, to show its importance. This will basically be where the player is first introduced to the ancient ruins that hint at a larger structure underneath.
I will be doing separate concept art for the different pillars and broken architecture - the main inspiration behind the look is mayan/egyptian and some easter
The massive stone figures from easter island are equally strange and haunting, so i'm gonna try and hide the same sort of stone figures in the waterfall, which move into an upright position once the player moves past them...now that i think about it, it would be cool if the player should somehow start the waterfall to continue past the door that blocks the way later on (i love water puzzles :D, makes me feel like an engineer :P).
Mixing the egyptian architecture style with the mayan is a challenge because the two are fundementally different, mayan culture had these intricate carvings on pretty much everything - and while the egyptians seemed prone to use smooth surfaces and round objects, the mayans tended towards the squarish look.
Right now i'm being influenced too by the atlantean designs from Disneys' Atlantis the lost empire, so in the end it'll probably be a mix of them all...the pillar in the current concept sketch is far from a finished design too :).
I actually need to illustrate 3 major areas so the last part will be the 'temple' where you find "Isolde". :)





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