This page contains visual work for Project Anaximander.

Contents

Visual Styles

The Escapist
  • 16 bit art style
  • Everything stands out on its own
  • Easy to tell what everything is
  • As everything is contained within 8-bit blocks its easy to make a map builder to allow people to make their own prisons
  • Gives the game an arcade-y feel and very personalized look. You could show someone a part of the screen and they would know it’s The Escapist
  • Top down view
Terraria
  • Gives the game a personalized look
  • The game is built of these blocks which makes it easy to make a sandbox game where everything is destructible
  • Side-scrolling view
  • Very stylistic look allowing it to feel like it’s a different world
1943
  • The technology they had available at the time meant it have to be pixelated
  • It’s very detailed even though it is pixelated
  • Each plane, boat, item, etc has its own individual look that is recognisable
  • I personally think the graphics stand. I wouldn’t be surprised if an indie game was released looking like this
Call of Duty: Modern Warfare II
  • Very realistic. Transports you into the game
  • Makes the game more immersive if it looks like a video taken of real life
  • A non-specific look. Many games have very realistic graphics so they can all look the same
  • In a very morbid way it’s more fun to play the more realistic it is
Geometry Wars
  • Easy to design
  • Very busy and loud
  • Can make the game very exciting even if the gameplay is simple
  • Very clear ish. Every sprite has its own specific look, colour and silhouette that is clear to spot. But once you have a million things on the screen it can be hard to spot them
BattleBit Remastered
  • Simple and low-poly
  • Things can blend into each other because there isn’t much texture
  • But it does mean the game can run well even though there is a lot happening because the graphics aren’t hard to load
Totally Accurate Battle Simulator
  • Simple and low-poly
  • Unique and personal look. Easy to recognise the game
  • Works well with the feel of the game. It’s not a game that takes itself very serious so the graphics can be goofy
Piskel

We learn how to create pixel graphics using a web program called Piskel. This is a character from The Escapist that I made in Piskel.

Shading

Perspective Drawing

Character Drawing

Character Developing

We developed our own character by first going through magazines and newspapers find bits of images we like. Then we stuck them down together on paper.

Then we traced the outline of the character we had made from the cut outs.

We then used the traced version to copy the outline onto paper. We then added colour and developed the character further.

Level Design Plan

Clay Work

3D Models

Dr Anaximander
Cop Anaximander
Beat Cop