Contents

Intro


Welcome back to our blog where, in this instalment, we will be taking a slight detour away from our usual updates regarding digital developments. Instead, we will be talking about a new aspect of this creative process; a traditional approach that I predict to be extremely refreshing!

Reasonings


We decided to create and include some physical artwork in Keeper’s Veil that, before now, has been an entirely digital project. This decision was reached due to two main reasons.

  1. I have much more experience in creating art physically rather than digitally, and because of this I will be able to produce the required artwork much faster; especially to a quality that I am satisfied with. This also means I will enjoy the process much more, which when working on a project with such strict deadlines is always a plus.
  2. Our game will have a unique aspect to its appearance, as even games that take on a ‘hand-drawn/painterly’ style often is achieved through digital art. Physically creating and scanning in art, will not only reflect our visual inspirations of oil paintings but will enhance the raw nature of our narrative.

Deeper Meaning?


To take this decision a step further, it also has metaphorical significance as well. Keeper’s Veil’s player-character is losing touch with reality and, as a game character, that reality is digital. Therefore, physical art would be considered out of his reality. Including both digital and physical art in the game represents this disconnect in the Lightkeeper’s mind between what is real and what is not.

Next Steps


We cannot wait to scan these pieces in and implement them into the Unity project! Our only concern is that the digital art in the foreground (the lighthouse frame, desk, technology, etc) will not match the new paintings in the background. Therefore, some changes may have to be made; though we are betting that only slight adjustments to colour may be required. Or the Watercolour Shader may be a perfect solution. Stick around to see the results!