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The Art Of Paper Moon
Hi! I wanted to talk a little bit about the art of Paper Moon as we wrap it up, and to give you all a little insight into its interesting collaborative history. First and foremost, Paper Moon started out as a stereoscopic game to be submitted into the Gamma 3d event from 2008. So before we had even gotten our filthy hands on it, it was already filled to the brim with wonderful artwork created by Infinite Ammo cats along with Adam Saltsman (also a friend of ours, and a legendary pleasure to work with). Here’s some of the amazing art he did for the initial iteration of the game:
Our plan for Paper Moon was simply to supplement what was already there. Create some more assets, expand the levels, and make it compatible with the Blurst leaderboards and achievement system. The end product ended up being very much the original product it was with the addition of a new level and some new twists and turns.
What excited me the most about getting to work on Paper Moon was that in order to create more assets, I would simply be creating the kind of traditional ink-heavy art I already make all the time. It would be hard to make it appear as if 3 different artists worked on this game, and as far as we’re concerned, that’s a good thing. What I specifically ended up doing (in addition to creating more environmental art) was making cool particle effects, populating the world with more hotness, and performing some rudimentary design work like moving things around and massaging item placement. It ended up being a TON of fun, and I feel like I added onto something that was already beautiful in the first place. Here’s a photo I took of some of the new art I made.
Both Adam and I took sharpies, drew on copy paper, scanned into Photoshop, and touched up from there. Hope you enjoy!
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