Posts

Sprint 5 Blog

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Hello all! I am Angie Marquez, and this is my work from Sprint 5. This sprint, I was tasked with finalizing the storyboard that my lead game designer, Matt, had created. This storyboard is the cutscene our players will go through before jumping into the tutorial area, so that there's an understanding of why we are where we are.  This is the first panel! We start off with an open wide shot of our player sleeping in bed and drifting off to sleep.  Next, we zoom in closer to signify that we are entering dreamland as we drift farther into slumber. Having a storyboard on hand was great for me to focus on the details of the environment and set the mood/tone for each scene. The next few panels are a shot of space and the player popping into space, then floating on down to the Sublevel cube that we see in the tutorial once you load into it after the cutscene. These panels are separated by layers, allowing the lead Designer, Matt, to create small animations of the player moving/floatin...

Sprint 4 Blog

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Hello all! I'm Angie Marquez, and I am the 2d Artist for the game KickBack. This sprint had a slow start, but we picked up the pace this week after the kickoff on Thursday. This sprint, it was mostly UI elements that were needed and a few VFX things.  Starting it off, I was prompted on my card to create a "UI Memory Shards" so that our player feels secure in how many shards they collect in-game. I had to get inspiration from the shards that will float in-game, just using the main shard as the iconic piece of the shards. This is a 512x512 PNG for now; if any issues occur in-game with sizing or quality, I will have to export as SVG. After submitting that, I began working on my next card for the in-game speed boost. This one was tricky; I made about 4 versions, but my lead designer decided on this one. For this arrow, it had to be exported as an SVG. I create most of my art in Procreate and export to Photoshop in case I need to touch up, so that the layers are rasterized. Bu...

Sprint 3 Blog

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 Hello all, my name is Angie Marquez, and I am the 2D artist for KickBack. This sprint was smooth and not too jampacked. Although I had a hiccup at the end, I'm confident I can get back on track and continue to bring my best to my team. During this sprint, I primarily worked on VFX items for our game. First, I had to complete the enemy attack to implement in time for our first build. My producer and main designer, Angel and Matt, told me they had chosen one of the concepts I had drawn previously and wanted me to refine it in a 2048x2048 space. I had a few different refined versions, but this was the final one. There are 4 different paths of electricity, so that in Unity, it will rotate them around and create the electric effects. I hope the glowing effect from my brush doesn't look too odd in the game. Electricity is so fun to draw; the wildness and unpredictability of it are sometimes hard to grasp. I soon found out that drawing from the wrist helps so much for unpredictable b...

Sprint 2 Blog

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Hello, my name is Angie Marquez, and I am the 2D artist for a game named KickBack!!  In this blog, I'll be talking about my experience so far in Sprint 2 for our game, what I struggled with, what I accomplished, and learned. To start off, I began with my first card, which was concept art for the attack of Enemy 1. I had a trial-and-error with this card since I wasn't really clear on what the attack was going to look like. I turned in a quick concept of a fireball since I had shown it in my Enemy 1 concept sketch. Turns out that my producer and designer had a different idea! ENEMY 1 attacks They had been thinking of orange energy balls to fire from both enemies! (I drew the other concept as soon as I turned in enemy 1 on Jira) I had provided 3 different ones for enemy 1 and 2 for enemy 2. Since Enemy 2 was going to have smaller balls of electricity, I decided to make them less busy than Enemy 1. I want the player to be able to see the design and shape of the electricity, other t...

Sprint 1 Blog

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Hello! I am Angie Marquez and the 2D artist for our game KickBack!! Starting off with a strong mood/reference page provided by my Developer and similarity comparisons for style and gameplay in other games, I helped envision the concept world of Kickoff. Before beginning, the idea of the world was to be dreamy and composed of pastel scenery of pink clouds and colorful skies, including POIs having contrasting elements like a suken city with buildings, cars, and bridges, along with a shipping port full of cranes and container ships. Building off of my Developer's pre-concept, I had made everything almost the same as what was provided to me, a few city buildings, and crates with a crane and a shipping shed. After submitting my Jira card and waiting for the verification, I started giving more thought to the composition of the Kickoff world. Though I had done what was asked and shown approval in person before coloring, I was not delighted with my work. Even though I knew I had some creat...