
Wow! What an incredible jam. I am absolutely blown away by the work of my teammates, they have a true skill and attention to detail that bring these games to life.
I wanted to take some time during this period of rating and sharing to give a little more insight behind the scenes of the artwork & visual storytelling created for this game as well as my workflow with the rest of my team. Please take the time to review their post-mortem blog posts as well here:
Programming: https://ldjam.com/events/ludum-dare/40/the-will-of-the-wisps/tools-used-for-making-the-will-of-the-wisps
Sound: https://ldjam.com/events/ludum-dare/40/the-will-of-the-wisps/music-audio-in-the-will-of-the-wisps
And without further adieu, this is my likely far too wordy post-jam art talk.
Color Palette across multiple pieces
I think a big part of what I liked about this game was the final color palette, which turned out looking really great in the final game with Adam’s shadows and lighting effects.

The use of contrasting colors to separate the character from the background elements helps the character to pop out of the artwork, but even in her coloration most elements are very low in intensity. The background elements remained in a very confined spectrum of cool greens and very seldom purples, allowing the character as well as other background creatures to appear more drastic in comparison. I think these colors helped to show that it was a cold night, too, rather than going with vibrant dark greens and deeper browns.
Character Design

I had a lot of fun with character design this time and I thought it turned out well, so I thought I would share some info on what I think the successes were in the design of the main character.
One factor is the proportions and hierarchy of elements based on their importance to the character. Everything points to the jar, the focal point of this character’s purpose, from her eyes to the directional lines of her scarf and arms, the jar full of fireflies was her, and our, focus. It’s also the brightest thing in all of the artwork. Her proportions are very heavily exaggerated to focus on her expression and the jar, making the necessary aspects of her character most prominent: she’s scared and/or cold, and she’s focused on filling the jar.
The below is a link to a really useful tool I’ve found for animating/cartooning, and it’s also incredibly informative on lessons that can make you better at designing characters for games, too. There’s a lot of information concerning simplification of form, implying weight, the importance of silhouettes and the use of negative space in a design, and much much more. I still consider myself a novice when it comes to cartooning and I’m slowly trying to grasp animation, but this is one of my favorite free instructional tools:
http://johnkcurriculum.blogspot.com/2009/12/preston-blair-lessons-fundamentals-of.html
I can’t speak on animating her, but I can say that Greg did an awesome job bringing her to life with his animations. Elements were provided to him as separate pieces like a paper doll (arms, legs, feet, head, etc.) then he did all the magic! My recommendation for this type of workflow is to create the artwork like this from the get go, rather than cutting it apart later. It just ends up taking less time.
I won’t spoil our game, but I thought I would talk a little bit about antagonists. I personally feel like 90% of what makes a good game, and story in general, is having an interesting villain. Even for something really small and quick I’ve always been really happy with how our group has handled our concept of a villain(s) when introducing them, from the self conscious bullies in Obsolete to the atypical romance between the main characters in Arm’s Reach. This game is no exception and I’m really happy with the concept we implemented for it’s monster.
Tiles
I’m still very new to creating tiled artwork, and I’m very grateful to have such a capable team to help show me the ropes. My first time making tiles was for our previous game Obsolete, and I’m really happy with my improvements here. The method I used to create tiles in photoshop was taught to me by my team, and it’s very simple. You just create a tile artwork, then to make it a repeatable pattern you use the “offset” filter in photoshop, then clean up the center. I do this a bunch of times until I’m content that it’s smooth (I’m not really happy with the grass tiles in this game, but the tree line and water are pretty nice in my opinion). The simpler you are with the tiles the better they will mesh together seamlessly. This was a challenge with the watercolor texture I wanted to get, since the moment there was a value change it became very apparent when tiled together. In the end it probably would have been better to go with a flat color tile with a few blades of grass here and there, but I hope that’s minor.

Here's a quick & not so great example of the tiling process I used. Create, offset, fill, and tile. This final tile isn't nice though, I'd clean up those edges a lot more. :)
Time management for Illustration
One of the things that I love about LD jams is the challenge in time management, and this was one aspect that I feel went very well for me this time. This is the first jam that I’ve been a part of where I didn’t feel like I was stretched impossibly thin. There wasn’t really a point at which I felt that telltale dread of failure. I was working up until the end but it didn’t feel like a strain, so I thought it might be good to remark on why I think this was the case.
I think this is largely due to experience. Understanding your limits and truly knowing what 72 hours of work feels like. Set reachable goals for yourself based on your creative speed and capabilities, and don’t feel defeated if you don’t get everything done. A method that I took advantage of was the reuse of assets where possible (mostly in repeating foliage), and sketching everything out beforehand. By having rough versions of everything before you start lining and coloring, you have a better vision of your finish line and a better understanding of your speed. I think this also helps to keep your style and line widths consistent. This was a particularly useful method on our previous game Vanishing Point, in which I did all of the background artwork. It was an enormous undertaking but by roughly sketching everything beforehand, I could section out my time very evenly for each scene.
Tools
All assets were illustrated using Adobe Photoshop CC 2017. I familiarized myself with the brush panel, color editing tools, and Adjustments. Also gaussian blurs were really useful at least in the title screen to help things look soft and spooky. I keep all of my colors and linework on separate layers and honestly my files are dense and messy as can be.
Kyle T. Webster brushes: soft pencil & watercolor no. 3. I swear by Kyle’s brushes, his sets are hands down the most versatile and realistic set I’ve found. I got them a few years ago, but I have recently found out that he has partnered with Adobe, and his brushes are now provided free to creative cloud users. Find his site here: https://www.kylebrush.com/ This is great news for his career and creative cloud users, but I know this is a bummer to those out there trying to use open source programs.
Previous jam games
Vanishing Point (LD38)(backgrounds, color, & art direction):
https://ldjam.com/events/ludum-dare/38/vanishing-point
Arms Reach (LD37) & Obsolete (LD36)
http://ludumdare.com/compo/author/adsilcott/
Thank You!!!
Thanks so much for reading, I hope that this post helps other 2D artists out there to keep making games, and I hope some of these tools are useful. Also! If you haven’t yet, please check out and play our game here: https://ldjam.com/events/ludum-dare/40/the-will-of-the-wisps
Your ratings and feedback are greatly appreciated, thanks!
-Melanie Judd (@inkystache)