Difference between revisions of "Artwork Style"

From Hero of Allacrost Wiki
Jump to: navigation, search
Line 70: Line 70:

Latest revision as of 18:23, 14 October 2018

The artwork in Hero of Allacrost is produced in two distinct styles. Here we discuss these two styles while providing plenty of examples. We also mention past titles that influence Allacrost's artistic style. and the general ambiance of the story and plot in the game. In addition to viewing the examples on this page, you should also consider taking a look at the screenshots on the main website to get a picture of how all of the various pieces of art fit together.

Artistic Influences[edit]

The two major influences behind hero of Allacrost are the classic role-playing games Chrono Trigger and Final Fantasy VI, both developed by Square. These titles influenced the overall game design of Allacrost, not just it's artistic style. The art for these two titles was limited due to the fact that both games were developed for the Super Nintendo Entertainment System, which had a much smaller screen resolution and hence, smaller map tiles and sprites. Allacrost tiles and sprites are about four times larger than for these two games, which allows for much more detail to be added.

Chrono trigger tile lighting.jpg Ff6 distortion.png


Hero of Allacrost is a game designed for mature audiences and follows a dark and serious plot. Likewise, the art tends to be more dark and realistic than light and cartoon-like. The main characters are mostly young and middle-aged adults (mid-20s to mid-40s), not teenagers like many other RPGs tend to have. The main story begins after an unknown demonic force suddenly attacks an outlying desert kingdom without warning. After helping to fend off the attack, our protagonist is tasked by his king to search the world for a hero spoken of in legend. Along the journey, the protagonist and his companions are faced with several moral dilemmas as they unravel the truth behind the demonic army during their search for the hero.

This summary gives only a very basic overview of the game's setting and plot. The best way to get a full sense of the plot for Allacrost is to play one of the past releases. Of if you have the time and interest, read the story chapters available on the website. You can also dig around in the forums for more information on the story, including material that has not been released yet.

Pixel Art Style[edit]

Pixel art makes up the majority of the game artwork. Map tiles, sprites, and certain graphics and animations are all done with pixel art. Our style strives to make the artwork look realistic. The interiors of structures are just as large as their exteriors would indicate, for example. Sprite animations are fluid and expressions and body languages of characters change through smooth transitions, instead of by sudden jumps.

Lighting example.jpg Tileset desert cave walls.png Tileset building interior objects.png

Sprite laila run.png Sprite old woman walk.png Sprite claudius attack.png Sprite claudius stance.png Sprite enemy scorpion.png

Sprite battle spider.png Sprite battle skeleton.png Sprite battle daemarbora.png

Icon effect elemental.png

Digital Painting Style[edit]

Digital paintings are used for artwork such as backdrop images, portraits, and certain icons. These images allow for an artist to express a level of detail and atmosphere that are just not possible with pixel art. This type of art is usually made by starting with a hand-sketch, then painting in the colors and details. Backdrops especially are a great way to bring out the dark fantasy elements of the game.

Scene harrvah castle.jpg Scene harrvah aflame.jpg

Battle backdrop cave.jpg Battle backdrop town.jpg

Portrait location cave.png Portrait location mountain village.png

Portrait face claudius.png Portrait face laila.png Portrait face marcus.png Portrait face vanica.png

Portrait full claudius.png Portrait full rafaela.png

Portrait damage claudius.png Portrait damage rafaela.png

Icon inventory categories.png