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The Art of Oshindor

In contribution to the group work, my job was the concept artist. I drew up things such as weapons, characters and environment. 



These are some of the zones and environments that would be features in our game. Tom, one of our idea men thought of this planet and I drawn some of the continents with inner zones. This would give an idea of how big these continents are and how big the planet Oshindor really is. This is the part where I would go into more detail and draw some of the landscapes of some of the zones, but these are still in development.


As you can see I drawn some weapons that characters could potentially craft and use ingame. Because the game is a primitive setting I was sure to stick to this style and use natural resources for weapons like branches, animal skeletons and stones etc. 
You can see the character is using one of the weapons as well as his chosen element power together in combat. This is an idea of how the game would play.

When players create their character, they get to pick an elemental power that they can go even deeper into. This would lead to class specializations creating many different combinations of elemental control.
Notice how there are 4 base elements, then these would separate into tree like talents for there are a wide array of gameplay mechanics. This image just shows examples of class specializations as well as how it would affect the players character visually.


Prymal is still very much in development in all aspects, but these are some of the different ideas and concepts as of now. Some work is unfinished but we hope that this has given you a good taste of whats to come. We will continue to update this blog as development proceeds.




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