WRECKLESS RALLY Art Process | Part 1: Getting Started

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Art Process Part 1: Getting Started

Frame of Reference & Image Dump

So we've settled on an idea. We're going to make a top-down racing game mixed with colour matching. My frame of reference is pretty clear from the start: 1990's Nitro (my dad and I both played this game a lot on our trusty then new Amiga 500s) and 2010's Bejeweled. These are the games I have most experienced with in each genre. At this stage I have to think to myself, is my frame of reference sufficient? Maybe I need to do some further research into games I have never played. The colour matching aspect is pretty clear, and the plan is to make this game look more like a racing game than like Bejeweled, so let's quickly collect an image dump of racing games. The Micro Machines series comes up in conversation with @daanvanyperen and @meatmachine a lot, so let's take that and Nitro into a Google image search and see what comes up, including toys and more modern games.

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This image dump, or mood board if you will, is mostly there to get me in the right visual mind space. This all sounds a little ethereal, but I find it helps me a lot to get the aesthetic fluids going. Hmm, that still sounds weird. Let's move on!

Colour Scheme

We pretty quickly decide that a cute style will work well for the format. So small cars and bright colours are the way to go here. This then leads to a colour scheme to use. There are a bunch of 16, 32 and 64 colour schemes I have collected over the years, but this image from my dump draws me in the most:

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I begin picking colours I like, avoiding tones that are too similar. This leads to the set marked 1. on the right side of the image, which I fine-tuned to the set marked 2, primarily by scrapping the more desaturated tones. This colour scheme is my starting point, though. They are more a guideline than a rule. I will add more as needed, and potentially alter some colours as I see fit along the way.

Next up: Art Process Part 2: Actor Sprites

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