Crafting a Universe
One of the main challenges to art direction in any game, is to start by asking the critical question: what does our world look like?
For our Jordenheim universe we have an additional caveat to consider, namely that we are staging the game world in a timeline that intersects with real world history and events. So artistically we have the additional challenge of merging historical accuracy of 800-1200 AD Scandinavia with our fictional and mystical realm of The Shroud.
We have assembled some great art talent to bring Jordenheim to life, but just as important as the output - is the process we use to quality control that output. As Florian demonstrates above, everything begins with the concept grid. 9-12 images to whet the appetite, get the juices flowing.
Thor, our Lead Story Architect, then takes a whack at it - ensuring visuals and theme match our world timeline and game world thinking and ensures that the designs stay consistent and relevant to the story we are crafting.
After that I take over from an Art Direction perspective and choose which ones to focus on. We can't always spend time and resources detailing every sketch we create. I pick out a few to focus on that really brings the world to life.
From that point onwards its all about the details. Lighting and color are decided and our artists will work at bringing the scene to life.