Graphic Evolution

Ever wonder how concept art evolves into something real?

As with all things good, back when RSE was just a thought, it was birthed on a white board.

In truth, we got lucky with a lot of our art. Because of our very talented graphic designers, we got the general concept of what we wanted on the very first try with some minor tweaks here and there. When you’re developing a game, getting the right concept art is half of the battle. Once you’ve done that, that’s when the nit picking begins.

People will pick apart every aspect of your game, and much of it isn’t even about the game play – from the font to the music, to the color to the layout. With that being said, attention to detail and the use of testers is extremely important in order to get a sense of uniformity.

We worked extensively with our graphic designers along the way, changing minor details until we developed a design that fit exactly what we wanted. From “make this one a shade lighter” to “make that text match the other,” the designers produced different images to fit our needs. Heck – even “make this a chariot instead of an Indiana Jones boat” came into play (see “Red Sea Exodus – the Beginning”  for images).

There’s still a ways to go before we even get to the Beta, but here’s a general idea of how things change along the way. We intend on changing the text to improve readability and add buttons to some of the charities we will send donations to.

From concept art to minor tweaking, the menu still has a ways to go before we launch the Beta version in August.
From concept art to minor tweaking, the menu still has a ways to go before we launch the Beta version in August.
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