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Pity it's not an actual game, but certainly has me interested in the album.
Cool scene! It would be awesome to use this kind of graphic in a full game.
Why can't this be a real game? Why is it that all the cool mockups are always cool mockups? And where are the explosions? I see no explosions. Album covers need moar explosion.
Hm, the sprites seem to lack contrast against the background in both color and detail. Ofcourse this probably wouldn't matter in motion as already stated, and at 2x resolution it's perfect. The shadows do pop out the surface areas from the background, though it's still a bit difficult to distinguish the two. Either way, amazing work. Your style is so fresh and the hard contrast in your work makes everything seem like it's poping out at you! Love it.
This sort of reminds me of the NES game Batman: Return of the Joker mainly because of the weapon on that game looks similar to this.
This is a great palette by the way!
The harsh shadows do a pretty good work of separating different layers, I don't see what the fuss is all about :)
I find these 'cluttered' comments quite interesting. Certainly I don't find it cluttered at all at the recommended screen resolution (or else I would have stripped it down some) but I'm finding it fascinating how different people view things. Personally I hate bland or ridiculously low constrast backgrounds. Sorta kills the feeling of the sprites being actually there for me. I tried to make the sprites pop out enough and you're right in that if this was an actual game they'd all be moving about and animated and all that.
Yeah, it's a busy bkg but I think the style makes it work. And if one played this as an actual game, the movement of the sprites would make the separation quite clear. Cool stuff. :)
I like how supercluttered it is. I'd really LOVE to play one of your games sometime. Too bad you never finish any (hint-hint)
This is fantastic and I have no readability issues whatsoever. Kinda reminds of Metal Warriors for the SNES.
It always helps a lot when the characters are in motion. A static mockup is always less readable than an actual game.
Looks great Carn.
It looks pretty messy. It`s hard to tell what`s going on in the picture. After a closer look, this is great´.
Looks really good but you need to make the background less contrasted to the characters.
This is fantastic, it works really well as a mockup -the fact that it's so detailed but all the parts that make it a game are clear and readable at a glance is brilliant. You are a totally inspiring artist.
i've been doing viewing this fullscreen, and i can tell what's what (like i did before), but what i think is interfering with readability are the black shadows, which i find rather distracting, and i have the impression they flatten the feel of this mock-up. i've been messing around with this and i think one way of making things clearer would be trading in that dark teal for that light grey in the background.
i think what i need would be to see this in motion fullscreen, then i'd be totally sure what is what!
Bear in mind this kind of thing is meant to be viewed fullscreen like old games were. I think it's pretty clear what's sprites and what's background.
These look phenomenal, I personally don't have any trouble with readablity. Nice to see you submitting again.
This is a great piece, and the pallete is great! The energy star behind the pillar threw me for a moment- probably testifies to the slightly low readability.
all of these are great, i love the colours you've used and everything. the only issue i have with this is the readability between the characters and the backdrop.
This is something else.... soo sharp and colourful!