So, now we are working with the camera composition in game, trying to work with the perspective we want and at the same time use elements of a orthogonal camera, like the foreground and background layers with parallax.
Below are some of the concepts for what we are trying to achieve.
This is the perspective we want for our game. The areas will be a 3x3 matrix and each cell will have the size of a screen. So every scene has 9 times screen size to walk around. We are testing and developing a system in Unity to proper create a path for the player to move the character and a smooth way for the camera to follow Gregorio throughout the level.
Besides that, we are also using some orthogonal camera elements, like the foreground and background layers in the camera, for either the parallax effect and to get a better visual for the scene. Every scene in the game should feel like a good composition and that is something very hard to do, specially putting together these two kind of distinct perspective and camera elements. Finally for the camera, some actions will have a zoom in a specific space, making easier for the player to interact with the game and that is another thing we have to design in each level, all the interactions and their corresponding zoom should be planned to feel like a natural part of the gameplay and have the same artistic feeling as the scene without the zoom.
Finally, we would like to thanks this article in Gamasutra for a lot of insights and for giving us a way to start working in Unity with our art style.
As a bonus, a cute sketch of Greg.
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