Archive for the ‘ Game Art ’ Category

Diablo classes review

Looking back at the original Diablo, it is still a source of inspiration when it comes to character design.

Mostly because of production constraints, Blizzard has opted for a very minimalist approach to character design. It boiled down to the three classic RPG archetypes:

Warrior
Role: melee, bruiser, tank (Riftforge equivalent: Guardians)
Summary: Excellent defense, moderate but sustained damage to a single target

Rogue
Role: fast movement, burst damage (Riftforge equivalent: Raiders)
Summary: Burst physical damage with highly positional combat, speed is her defense (kiting)

Sorcerer
Role: magic, nuker, AOE (Riftforge equivalent: Rangers)

Summary: Versatile skills with AOE and nuking choices, highly dependent on mana, very fragile

In the sequel (Diablo II), Blizzard added the logical hybrids:

Paladin (warrior sorcerer)
A warrior with some AOE spells (auras)

Necromancer (rogue sorcerer)
A ranged damage dealer specializing in damage over time spells (poisons)

Assassin (warrior rogue)
A melee class with high burst damage (combo moves)

Obviously absent is the healer class, a staple in every recent MMO. However, as I have written before, there’s no place for a dedicated healer in a game that is mostly about single player. Also worth mentioning is the fact that because of the combination of bosses and hordes of minions, both single target and AOE damage are required for quick progression.

Diablo classes, art circa 1996

VW stole Amarok from me

If you are a car aficionado (ok, you watch Top Gear occassionally), you’ve probably heard about VW new pickup truck: Amarok.

The second I saw it, I knew something was very wrong. They stole the name for my Wolfblood tribe and put it on a truck! Who cares I took it from Inuit because it mean wolf! I lay claim to it by the right of the person who first commissioned pixel art on the subject (back in 2008).
amarok

Amarok Wolfblood: [ReaverAssassinSkirmisher]

Character Design and The School of Cool

Character design has changed a lot in the last 15 years. However, this isn’t a “decade in review” post.

It’s more of rant really and the thing that irked me is the double pistols crossbows of Diablo 3 Demon Hunter as presented at the Diablo 3 panel discussions.

Some Eidos fans might have a problem with the somewhat close resemblance to Lara and her double pistols. My gripe is with the recoil effect of “firing” the two crossbows as well as the way they are held when not in use (pointing upwards like antique pistol shooting round shot). More importantly, what’s the next step – healers shooting potions with an autocannon?

This character design makes me miss the days of classic fantasy RPGs like Ultima and Baldur’s Gate. When you had only a hundred pixels for your character art you had to rely on providing a deeper context. Check out Minsc’s wikipedia page or just look at the image below.

Diablo 3 Demon Hunter Class

Pixel Art Palette cycling

I have been staring intermittently at a single piece of pixel art for a few days, so I decided to share it. As you can learn from this Q & A with Mark J. Ferrari, this incredible piece of scenery dates back to the 90s.

The BlendShift cycling has just been recreated to work with HTML5/Canvas tag. So hit the image below to see the animation effect (Google Chrome recommended).

Color Palette selection

I recently joined the Pixel Artists group and found some real gems in their tutorials section.

There are several tutorials about selecting colors for your pixel art, but here’s the two you must check out now:


The Blending Matrix tutorial is simple, yet powerful
. You can find an automated version of it here. You simply add your base colors and it will produce the blended color matrix automagically!

color palette selection