Zogblaster Archive/Pre-Game Sketches: Difference between revisions
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imported>An Adventurer New page: ''Original Links - http://www.zogblaster.com/tweb/asherons-call/concept.htm & http://www.zogblaster.com/tweb/asherons-call/concept2.htm <div style="background-color:#AC8D4F; border:2px so... |
imported>An Adventurer New page: ''Original Links - http://www.zogblaster.com/tweb/asherons-call/concept.htm & http://www.zogblaster.com/tweb/asherons-call/concept2.htm <div style="background-color:#AC8D4F; border:2px so... |
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Revision as of 21:30, 25 March 2009
Original Links - http://www.zogblaster.com/tweb/asherons-call/concept.htm & http://www.zogblaster.com/tweb/asherons-call/concept2.htm
Artist conceptualization is vital in a game set in such a rich, diverse, and immense world as that of Asheron's Call'.
Monsters and characters are often "fleshed out" on paper before becoming game elements. These concept sketches establish the setting's mood, allowing developers to imbue the game world with a look that is both inspired and consistent.
As the landscape of the game world covers hundreds of square miles, our design team must provide enough variety for players to find new and exciting places wherever their characters travel.
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