“Tiny Adventure” is the working title for a video game I’m developing in cooperation with Holger Hiob from the indie developer Pirate Snails.
The idea for Tiny Adventure is to let the player experience small, entertaining stories. The play time of an episode is supposed to be short enough to let the player kill some time on his way to work. This way, the player can enjoy a chapter of the game in the subway or on the train, without having to interrupt in the middle of it.
In Tiny Adventure the player is testing his abilities in a similar way to LucasArts-style games. Therefore, the gameplay consists mostly in collecting clues in dialogues with excentric characters and to use those to solve puzzles.
The player moves between encounters with the characters of the game on an overworld map. The depiction of the game world is meant to invoke the feel of an elaborately produced board game. In the game, the player travels from field to field and meets all kinds of NPCs in each location.
We intended to feature as many different environments in Tiny Adventure as possible. This way we want to create the option to use many already finished graphics in later episodes. Our hope is that even new locations can be presented to the player with sceneries that have been drawn already.
The production of grass and hillside environments from a top down view can be challenging. In tried several approaches and tested different detail levels and textures before settling on this style.
An important element in Tiny Adventure are the quirky characters you are going to meet. Some of them are based on existing fairy tales and legends, others have been originally created for the game.
The portraits need to show both the environment you meet the character in as well as the character themselves. The character design uses clearly defined silhouettes which are then fleshed out in a detailed style.
This might be interesting for you as well:
On of the roles of the composition of an image is to depict the most important elements of the picture in a clear, recognizable manner. For color pictures, not only the placement of the elements is playing a central role, but the color composition as well.
An obvious method is to separate diffrent elements or layers within the image like foreground and background by different color saturations of a difference in lightness.
There are many approaches for setting up a color composition. To acquire some helpful rules of thumb, it can be useful to look at some of the oldest works of visual design in history: Coat of arms and flags.