LIVE interview with the devs on Twitch TV 1/29! And another peek behind the curtain...
Our Backers are amazing! You are now over 19,000 strong (yikes!) and your legions are growing by the minute!
Hey, great news!
Andrew, our Lead Writer, and Mitch, our Fearless Leader are going to be LIVE on Twitch tomorrow - January 29 at 8pm EST - with Arvan Eleron talking about Shadowrun: Hong Kong! Andrew and Mitch had a great time the last time they were on his show and we hope you’ll stop by! http://www.twitch.tv/arvaneleron
In the meantime, here are two members of our Environment team to give you another peek backstage about how they go from a piece of concept art to in-game isometric perspective. Check out the cool gif they made, too!
Hi, I’m Cassidy Aquilino-Berg. I had a stellar time working on the environments for Shadowrun Returns and Shadowrun: Dragonfall as an intern and I’m pretty excited to have leveled up to work on Shadowrun: Hong Kong full-time.
And I’m Spencer Curtis. I’m happy to be back on the team after an amazing time interning with HBS two summers ago on Dragonfall. Some of you might remember my funky fresh dino skeletons from the beginning of the last game.
The first environment we tackled on this project was the Hong Kong Night Market, which was denser than anything done for our previous games. The painted mood piece below was created by Tristin, our lead Environment Artist, to give us an idea of the look and feel of this environment. It’s our job to interpret Tristin's concepts into our isometric game perspective.
Starting with props from our previous games and sketching on top of them helps us quickly block out a general idea of the space. This concept began with a more traditional style that represented the typical architecture of a traditional "Chinatown" - like peaked roofs and wood panel walls.
Our initial feedback from Mitch and our Art Director, Chris, was that it looked "too touristy" so changes were made to make it feel more down and dirty Shadowrun. This kind of iteration is what makes our work better so we try to squeeze in as many iterations as possible to explore each concept. Just this one concept went through four different iterations before we got to a place where we wanted to move forward!
Once the overall environment is determined and the isometric concept sketch is approved, it’s time to start working on individual props - which really brings a scene to life.
Starting with a list of props and tons of references, we use Photoshop to sketch and paint new environment assets that are specific to Hong Kong. Painting one prop at a time, often we end up with a single Photoshop document filled to the brim with layers of different props which are saved and then placed in a composition like this one. This part is a blast, because we can finally start seeing our world come together one neon sign at a time.
In the GIF below, you can see the process of how we build an environment starting with the sketch, then building a base layer of road, buildings and awnings and then street carts, lights, neon signs, and street trash getting more and more detailed as we go.
We had a great time collaborating with the rest of the team to make this concept come to life and we can't tell you how pumped we are to dive further into the art of a visually alluring game setting like Shadowrun - especially in Hong Kong.
-- Cassidy and Spencer (The Insta-Art Shamans)