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Backgrounds and Environments in Erdaria: Hunt for the Mummer

Backgrounds and Environments in Erdaria: Hunt for the Mummer

  • Client
    Private Individual
  • Platform
    iOS, Android, PC, Yandex.Games

Creating 2D artistic elements for a game intended for mobile devices and PCs requires meticulous planning and coordination between various teams (art department and development). In this case study, we explore the process of rendering backgrounds and environmental elements for key locations in the game Erdaria: Hunt for the Mummer: trading, combat, and tournaments.


Case Features

  • Medieval Fantasy Style
  • Trading, Combat, and Other Locations
  • Preparation for Multi-Platform Support

Goals and Objectives

1. Creating Visually Appealing and Functional Backgrounds:
  • Visual Appeal: Backgrounds must be aesthetically pleasing to attract and retain players’ attention. This involves using harmonious color palettes, engaging compositions, and a unique style.
  • Functionality: Backgrounds should support gameplay, helping players navigate the game. They must not distract from core actions but should enhance the game’s atmosphere.
2. Ensuring Stylistic Unity:
  • Unified Artistic Style: All game elements should appear as part of a cohesive whole, requiring consistency in the use of colors, shapes, textures, and other visual components.
  • Maintaining Atmosphere: It is crucial that all locations reinforce the game’s overall atmosphere.
3. Optimizing Graphics for Various Platforms:
  • Smooth Performance on Mobile Devices: Mobile devices have limitations, so graphics must be optimized for performance without sacrificing quality.
  • Support for High Resolution on PCs: PCs allow for higher resolutions, which must also be considered during development.

Interesting Fact

Backgrounds and environmental elements were created alongside the main development, continuously enhancing and refining the game’s visual appearance. They also assisted character artists in accurately determining the proportions and potential gear for fighters from different factions.

Development Stages

Research and Concept Art

Reference Research: Our artists studied similar games, historical, and cultural sources to create a unique style.

Creating Concept Art: At this stage, we produce sketches and concepts for each location, including primary color palettes, scene composition, and key environmental elements.

Style and Palette Development

Defining the Style: We establish the overall artistic style (in our case, a blend of medieval, fantasy, and subtle Asian motifs).

Creating the Color Palette: Selecting colors to be used across all locations to maintain visual coherence.

Detailed Rendering

Trading Stall Locations:
  • Creating a cozy market or small shop atmosphere, ranging from cheerful to intimidating depending on their purpose.
  • Detailing trading stalls.
  • Adding dynamic elements (vendor animations).
Combat Locations:
  • Designing the battlefield background, considering the placement of fighters on the screen.
  • Adding interactive objects (animations for fighters and certain background elements).
  • Special attention to lighting and shadows to create a tense atmosphere.
Tournament Locations:
  • Creating a grand arena with numerous spectators, as well as a combat background for the arena where fighters are positioned.
  • Detailing spectator seating and decorations.
  • Using animation to convey the sense of festivity and competition.


Team Composition

  • 2D Artists

Interesting

  • Technology: Adobe Photoshop + Graphics Tablet

Gallery

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