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i like this. i wouldn't mind seeing another game mockup like this in the future. however not a big fan of the background, simply because with the branch and everything else it seems as if you simply forgot to color and shade the rest of the peice. however i know thi isn't the case but thats what it looks like, just a heads up :)
great job cleaning the peice up!
I agree it's good videogame graphics (readable playfield, unobstrusive backgrounds), exactly what was used in the last Disney platformers for example. I immediately recognized the hero's stance, as well. As for a SOTB comparison: Technically, typical games of this era reserved a color index for raster effects, allowing a different hue on each horizontal line, in addition to the normal remaining colors (15, 31 or 63). It's clearly visible in SOTB2 with its giant blue "sunset" background, though to follow up on the limitations, you generally don't have the right colors to antialias things that touch the raster. As for the drawing style, I kinda remember all SOTB games use more contrast for shading (including saturated black), and often "dark" things with gritty textures, mutated creatured, twisting roots, spikes... Your mockup could be of a more airy place, but only if down the tree is a steel gate, with a giant skeleton with horns.
Looks way too cartoony for Shadow of the Beast, but it's still awesome.
Maybe there is some mathematics if someone would explore (things like golden ratio http://en.wikipedia.org/wiki/Golden_ratio) them but I think that as great painter he draws it basing on his feeling.
Cool pic. I get it now. Thx for pointing it out. Here is a dean example:
http://i201.photobucket.com/albums/aa241/Greeneyesmexico/arches_morning_12801.jpg
Is it just curves intersecting or is there some mathematics behind how he selects the curves? What I mean is, is it just pretty or is it like Escher's stuff.
>intersecting sinusoids'
Crossing curves. I think Dean has flow similar to Mucha's:
http://agaudi.files.wordpress.com/2008/01/mucha_dance.jpg
It was a feature in the magazine. Not big, but gave the idea of his art.
Reduced paintings are okay. Reduced photo of faces are not okay to me because i find them unappealing, though technically could be made to look like pixel art. Reduced photo of statue - could be okay if the piece is supposed to be the thing that the statue is of but not a picture of a statue, if that makes any sense.
What are 'intersecting sinusoids'? Was the article for school?
I'm sure it would take a lot more time to properly ape Dean's style - I only looked a bit at his stuff.
To me pixelart is mainly retro-looking graphics, but I think I have that puristic visions on means by which it created. I had somewhere one picture which originally was clay model taken by mobile phone camera and I never considered submitting it here - maybe I thought it was not enough pure, while there left no pixel which I didn't change.
I drew some Dean-esque lines by watercolors while writing an article on him a pair months ago - It's not an easy task, keeping pace of intersecting sinusoids and picking colors which are unusual. Honestly, I failed.
You catched it in some parts (like branches on the left and black background kliff on the right) and got the texture well. Characters are also look tasty. There is a long way to go in matching his rhythm and shapes, but you got something here.
Also: did you knew one of his paintings was adapted for a NES game?
http://www.mobygames.com/game/nes/black-onyx/screenshots/gameShotId,121660/
i might change the background so it is just one color in future versions.
http://i39.photobucket.com/albums/e199/sharprm/mockup3.png
thx for compliments guys. yrizoud i think i should do a prison level or something to get the SOTB mood.