Telling the Story — Art Direction

by Jeremie Wallis, Audio Engineer “Coming up with an art direction is one of the hardest things to do on a project.” We’re All Going To Die’s artist Giovanna Amorim succinctly explained the challenges of art design for the project. Project owners usually have a vision for a game, but communicating that isn’t always the easiest of processes. Former art lead Zachary Flannery said, “When we first started WAGTD, the product owner wasn’t sure which direction to go. It didn’t get finalized until well into the process. The only art direction I had was that it was low poly and simple. We stuck with that for the longest time.” After conversations, concept art and early models, the team worked together to get more specific. Current Art Lead Shinnosuke Shimochi explained the turning point for the project was “when we decided on an asset pack for the character models. Once the asset pack was determined, that set the overall look for the rest of the game.” [img]{STEAM_CLAN_IMAGE}/39269380/7736cd855d3de1ec9c14ab23edf7fb094a208745.png[/img] While the character models helped solidify the design, it was further guidance from product owner Tyler Baker that helped the project gel. “After much discussion and exploring of different ideas, we ended up sticking with a ‘junkyard sci fi’ art style, combining sleek, more tech-y elements with a rustier, old machinery look to create that,” said Amorim. “I think the art direction we came up with really encompassed the game’s vision, so I’m glad we ended up picking that one.” Flannery added that “things became more solidified. We knew we wanted more tech like, more advanced. It started to come together because all the models were really advanced but still simple, low poly, without a huge amount of details. The textures are simple, they don’t have pores or anything like that. It is more cartoony low poly, rather than super detailed.” [img]{STEAM_CLAN_IMAGE}/39269380/5645fc6164aa6c52d91f2890505c1103a2178cba.gif[/img] Even with a more cohesive theme, the team was still able to incorporate some different ideas that fit. “I don’t know how we came across frogs as a boss, but it still fits because they are alien, which fits the spacey theme,” said Flannery. Flannery also discusses how certain art designs changed over time by saying, “There was an initial design for the bomb bot. It started as a small robot with a stack of TNT and a clock for a timer. Once we determined it was more spacey, it is now a little rolling bomb that you know will explode due to its animations”. In most project the art direction is a living thing that changes over the course of a project’s lifespan. We’re All Going To Die is no exception, the art direction changed with new discoveries of assets, concept art creation and long conversations over the design of bosses, enemies and player characters, but eventually came to a place where all these creations and ideas merged to form the expected vision of the studio and product owner. Learn more about We’re All Going to Die on the official Black Banshee Studios website at: https://blackbansheestudios.com