Last week I created a survey in order to try and determine what art style to use for my project. The results of the survey can be found here:
https://www.surveymonkey.com/stories/SM-K898HBWL/
One key thing I noticed is that the majority of people said that they prefer bright, but potentially unrealistic colours over realistic or subdued colours. I also noticed that the most popular art style was a low-poly art style, which is something I would actually like to experiment with, and would potentially allow me to create more assets, as low-poly assets don’t tend to take as long to create.
A lot of people also said that in order to make the collectibles in my game stand out from the environment, I should make them brighter coloured than the rest of my assets. This could be challenging if I’m already using bright colours in my game, however when combined with other techniques, I think it could be possible.
In the images below, you can see my notes on the pros and cons of different colour schemes:
In the next few images you can see the notes I’ve made on the pros and cons of different techniques that could be used to make the collectibles in my game level demo stand out:
In these last few images, you can see the notes I’ve made comparing the pros and cons of different environments:
One thing to notes is that among the results of my survey are some responses that involved comments. These comments don’t how up on the graphs, unfortunately, however I will copy and paste them below:
Which of these colour schemes do you prefer?
-
Darker themed colours
- I feel like if the 3D form has pretty clear shadows and values are clear, then colour choice doesn’t matter so much? (If you were to turn a screenshot to greyscale, you’d see blacks and whites instead of a mess of gray)
Do you prefer high-poly or low-poly art styles?
-
Hybrid of both
-
I think for indie games low-poly allows you to have more freedom in your character and environment design. Once you start getting toooooo textured and detailed, then you can’t go cartoony as easily
Which of these environments do you prefer?
- Cities
- Broken Cities
In the context of a scavenger hunt, which of these features would you prefer the collectable items to have?
- Keep the art style the same, just explain in detail what it is
-
I think changing the poly art style would make it a bit too jarring and draw attention to the state of the poly art. (Which if you’re deep enough in game, you don’t need to keep giving attention to) Whereas colour tends to hold meaning so having something a different colour like red could add a mood or symbol to your overall story
Which of these do you prefer?
- Lonesome environments
-
As a general design principal, there should always be proportions of detail:simplicity, whether that ratio is 1:3, 3:2, etc.
Based on all of this, I am initially planning on creating a brightly coloured, low-poly environment, however, I will most likely experiment with a few different art styles before finalising my decision.