Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril
as a senior game artist.
Since I was the first artist on the team, I set up the whole production process for the scenes, and painted the first three backgrounds. By this point additional artists were hired, who took over the production of the scenes. After that I have been working mostly on concepts, some occasional 3d work and leading other artists.
Every scene of this game was created at a resolution of 2372 x 1536 to preserve the maximum amount of detail and to be displayed in HD on the iPad Retina screen.
Visually, I found it very important to use rich, vibrant colours. Mostly to create a feeling of glamour and a luxurious atmosphere but also to step away from the drab greys which are still often found in the casual hidden object games.
01. The beach of Artemis Island.
02. A close-up of the scene at full resolution (100%).
03. Another close-up of the scene at full resolution (100%).
04. The Villa's Front Porch. A few objects were added later by another artist.
05. A close-up of the scene at full resolution (100%).
06. Another close-up of the scene at full resolution (100%).
07. The Grandmother's Grave. The objects were left out, since these were added by another
artist. The 2 books were also added at a later date by another artist.
08. A close-up of the scene at full resolution (100%).
09. Another close-up of the scene at 80%.
Thank you for looking.
Brilliant artwork! I play the game to enjoy the scene renditions
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