Update #14: Paypal, and our Art Process, Revealed!
Hey team! On top of our news update, we thought we could give everyone an insight into how we make those fancy illustrations and pixel models!
Sanctuary Crew Shovel Knight LiveStream! - Channel 1- Today! at 5PM PST - http://sanctuarycrew.com/streamview.php
Reddit AMA - Tuesday at 1PM EST/10AM PST - http://www.reddit.com/r/IAmA/
Destructoid Demo Twitch Hosted by Foom - Tuesday at 4PM EST/1PM PST - http://www.twitch.tv/destructoid/
Art Contest Deadline - Thursday, April 11th at 8PM EST/5PM PST - email yours to email@example.com
Paypal Now Available!
You asked! We looked into it! Then we stalled! And now we delivered! If you’re interested in donating towards Shovel Knight through methods outside of Kickstarter then head on over to our Shovel Knight Paypal Page. We’ll honor most of the existing reward tiers and count these contributions toward the Stretch Goals. This overtime for donations will end on April 30th, so act fast!
Let’s Talk About Linux and Mac
Did you hear the news? Shovel Knight is now destined for Linux and Mac! Our main page is pretty jam packed with information, so let’s clarify how this impacts your backer options.
At the $10 Reward Tier you will receive access to all DRM free (PC/MAC/LINUX) versions of Shovel Knight. You can just download the one you want or you can archive all of them for that day when you’re totally going to try dual booting into that minimalistic new Linux distro!
At the $15 Reward Tier (or above) we’ll send out a poll with expanded digital options. This would include the option to receive the previously mentioned DRM free versions, Wii U, 3DS, or Steam.
Those who choose the Steam version will be able to download and switch between any platform type using Valve’s “Steam Play”.
There are two fine print issues regarding this exciting news! First, the Steam version depends on the success of Shovel Knight on Steam Greenlight -- we’re going strong, but we aren’t there yet! Secondly, please note that our original date of Winter 2013 does not reflect the target release date of these additional platforms. We’ll know more about the date once we run the Unix numbers.
How We Make the Art!
Before we make any art, we usually talk about the character or feature first. We talk about what the character needs to do: does it walk or fly? move back and forth? is this a full-fledged character? Check out these very early whiteboard concepts of Propeller Knight, Plague Knight, and Polar Knight:
We also talk about the character thematically (even the minor enemies!): is this character cowardly or brazen? Is it energetic or lethargic? From these conversations, a concept is created. Usually these are roughs or scribbles on an index card or sketchbook:
We’ll often make several of these drawings until one starts to feel ‘right’. At this point, we will pixel the character. This step gives the character its in-game appearance and also points out any issues with the concept design before it is illustrated:
After the pixel model is made, it’s ready for a definitive illustration. We work on a cool pose or two for the character and settle on one. This step is usually done digitally:
After getting the basics of the illustration down, it goes to digital inking! This is a laborious process, requiring the hand-placement of dozens of vector lines (also, is this art screaming for a coloring book or what!?):
Finally, the piece is ready for color! We generally use 3 shades of each color to achieve both shadows and highlights:
After the illustration is done, we will check it against the sprite and other art to make sure everything is consistently excellent. Now all we need to do is animate the sprite and implement it in the game! Easy!