Art History
Behind the Art
Pre-Production
Once the project had started, we started getting to work on deciding the art direction for the game. This involved gathering reference, creating sketches, and collecting a list of items we, the art team, would need to create.
Ultimately we decided to go for a low-poly painterly art direction. Modularity for elements such as the tiles and environment were important aspects to ensure that map creation would work seamlessly with the system the programmers were developing.
Some of our plans had to be redesigned in to fit the scope of the game in the timeline we had for development. Our initial plans involved modeling a lot more individualized structures for Factions on the board but we decided having one model for each would both fit our scope better and make it easier for Players to identify the type of building on the board.
Early Faction structure Ideas
Pre-Alpha UI Assets
Main UI
Trade Tab
Buildings Tab
Volume Tab
Production
These were a few of the first models that were created before they went through multiple reworks. Changes to art assets during production were usually based on feedback the team received or discussions between the team to adjust assets to better fit the overall art direction.
We had originally decided on 4 colors that would be faction specific, but then later added two more colors to allow 6 players instead of 4 in one game.
Finalized Assets
The Artists went through multiple passes and changes of assets throughout the development process of Conjure Quest, but in the end it led to creating a more unified look for the game that blended well with the game's systems. In the short amount of time that we had to create this project, we are very proud of what we were able to accomplish.