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Art Bible

maciadalmau edited this page Mar 8, 2020 · 53 revisions

This document includes all the art that will be used. Also, we describe the visual look, the mood and the intention behind the graphics for our game Fallout Strategy. It explains the game’s overall art style as well as providing descriptions, concept art and character models, in-game assets and grounds. Also, this document is created with the intention of setting our artistic goals and to have an art guide when making the game.

We have included all the sprites that we are going to use here. Including characters, grounds, assets, and buildings.

Art Style

Although Fallout was supposedly in the year 2161, it has a unique style that captured the 1920s to 1940s flavour that has always been a visual undercurrent of the Fallout series, and a high-tech futurism set that covered the city's large and modern structures and skyscrapers.

We would like to do a RTS that follows that Fallout vibe and give the feeling of being in that post-nuclear world.

Characters

We have 4 different factions with it's corresponding ranged, melee and gatherer unit.

Image Faction Rol Link to sprites
Brotherhood of Steel Ranged here
Brotherhood of Steel Melee here
Brotherhood of Steel Gatherer here
Super Mutant Ranged here
Super Mutant Melee here
Super Mutant Gatherer here
Vault Dwellers Ranged here
Vault Dwellers Melee here
Vault Dwellers Gatherer here
Ghouls Ranged here
Ghouls Melee here
Ghouls Gatherer here

Animals

Image Animal Link to sprites
Braham here
Bighorner here
DeathClaw here

Buildings

Each faction has it's own buildings, furthermore there are two buildings in a few spots across the map to loot water and bottle caps

Factions

Brotherhood

full spritesheet here

Ghouls

full spritesheet here

Vault Dwellers

full spritesheet here

Super Mutants

full spritesheet here

Neutral Buildings

Nuke-Cola Building

full spritesheet here

Water Tank Building

full spritesheet here

Walls

full spritesheet here

Grounds

We thought that the original floors of the games we base our art on were very simple so we took other from some royalty free websites

Basic ground

spritesheet here

Detailed floors

spritesheet here

Font

The main font that we will use for our game; main menu, settings and in-game content will be the following:

Analysis of the mood and the intention behind the graphics.

We would like to create a rich, varied and detailed post nuclear world. We set our goal to have a fluid experience, making a world divided into four factions taken from the Fallout game (Brotherhood of Steel, Super Mutants, Ghouls and Vault Dwellers).

In order to make the world feel real, we have tried to avoid the repetition of environments by taking different assets, buildings and grounds for each type of faction. Architectural variety is important to depict a world. We included some buildings with diferents architectural styles, each with a purpose to represent a unique faction.

The colors of the characters, buildings and grounds are painted in bold colors drawn from a 1920s to 1950s palettes. They contrast sharply with the futuristic vibe. This mash-up of old and new results in a rich and eclectic urban jungle for the player to explore.

Fallout 1 and 2 made a strong visual statement with a heavily controlled palette and moody art design that conveyed the bleakness of the world. They use a varied palette with vibrant accent colors to create emotional range. This apressive atmosphere can take its tall on a player emotionally, and we would like to move recreate it for our game.

We love the story of that game. The fact about the despair of barely surviving to one of rebuilding and looking to the future of humanity. We would like to transmits a post-apocalyptic atmosphere like all Fallout classic games. We will try to honor the aesthetics and essence of the original Fallout's. With a predominance of green and brown tones, simulating a post-nuclear war world.

Technical Guideline

Due to future code implementation and because part of the art will be used for creating animations, we had to make sure that all our file were saved in .PNG format.

In orther to structure and adapt all the art we have used two edition tools. The first one is Photoshop, which we have used mainly to realize the characters, buildings and animals spritesheets. As a second editing tool we have used Illustrator, mainly for logos and static art.