Early concept art exploration for Fateweaver
From marketing our existing games to more early concept work for our new game.
Since our existing games were done for game jams they didn’t really have much of a development cycle, you kind of jump straight into production for game jams. I remember very clearly sitting down on January 1st and getting started on character sprites for Spellphage with very little preparation. I had made Pinterest boards for a few of them, maybe did a few messy sketchy Lauren attempts, but that was it.
For Fate Weaver we’re giving ourselves way more than a month. We still want to keep development tight but we are still aiming to have a playable demo out before the end of the year. This feels like a luxurious amount of time at the moment but I know it’s going to feel like nothing soon.
This does mean that I still need to be smart about the art style we go with. For an MVP of a demo we’ll still need 20 Fate Cards, 5 Land cards, 10 items, and hopefully 2 characters. It’s still a decently large amount of assets so I want to choose a style that’s not too difficult to pull off consistently.
So I’ve been experimenting.