2/18/2023 0 Comments Brutal legend ps3 cover art![]() ![]() We employ agile development when making our games–so every two to four weeks the entire company is always looking at the game and thinking about how well some of the pieces are working together. Although we have a process, with defined milestones, for making a “level” once we’re in production, games evolve pretty organically. Once a game is actually in full production, there is still a lot of “production designs”, “model sheets” and “draw-overs” that are generated to help guide the art team.”Īnd the amount of environmental design changes? “More than any other studio that I’ve worked at, Double Fine provides a lot of time for “exploration and inspirational” concept art up front in a game’s development. With so much to create and integrate, there must be, I don’t know, one or two bits of art that have to be drawn up, right? I asked just how much art is created for a game like Brutal Legend. This is the race that helped forge the world, and allowed us to create some really cool “album cover vista views” with giant weapons and skulls embedded into the terrain.” That meant incorporating remnants of the ancient race of Titans throughout the world. “Layered underneath all of this was the backstory. As the player progresses through the game, the world around them changes as they encounter and become involved with these different groups. “We pretty much organized the world around these groups - so various areas of the world reflected their inhabitants. Each of these groups represented some side of the metal experience for us - and they all had their own look. “I think what worked for us is that we had largely divided the characters of the game into several ‘factions’: the human ‘Ironheade’ faction lead by Eddie Riggs, General Lionwhyte’s glam-rocking sell-outs, Ophelia’s Goth influenced ‘Drowning Doom’, and the demonic race of the ‘Tainted Coil’. Trying to integrate that into a cohesive experience with some sense of progression and achievement was really tricky. ![]() “We had years of concept art and a ton of really awesome ideas that all of the members of the team had come up with. I mean, good lord, what do you even do with that? Imagine this: Tim Schafer walks up to you and asks you to make a videogame world out of every metal album cover in existence. Read on as Lee and I dig deeper into the game’s art than ever before, and check out some never-before-seen artwork from the game. I had the opportunity to ask Lee about Brutal Legend and his work with videogame art in general. He and his team are responsible for the incredibly creative and cohesive world of Brutal Legend, and it’s hard to imagine just how much work went into making this creativity and cohesiveness work in the context of a videogame.īut that didn’t stop me from trying. See, Lee Petty is the Art Director for Double Fine. But I will say this: I do not envy the job of someone who is asked to do what Lee Petty was asked. I’m not going to lament the propagation of brown color palettes, generic RPG characters, or any other individual aspect of art design. It has been said so many times that it now borders upon a meaningless cliché, but the fact remains: a lot of games look the same. ![]()
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