Goblins of Elderstone

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We’re on Kickstarter!

Hey Goblins!

I know its been a while but we’ve been working on getting our Kickstarter campaign live and it finally is!! yeahhh!

We already got to 20% of the goal in the first 48 hours and are going strong. Please go check it out and lend your support and share it with everyone!
goe_titlescreen_largelogo_1280x720_kickstarter

Running a campaign while working on the game is of course a huge undertaking but I shall try update news here as well!

See you again soon

By | 2017-07-05T11:24:34+12:00 October 8th, 2016|Goblins of Elderstone, News, Uncategorized|2 Comments

We’re Back?…. Art Process Part 2

And we’re back! (again)

Our website went through some very necessary major surgery and now we are finally back (AGAIN!! – yes this is a repost because stuff got lost in the caverns somewhere… sorry). 

We are NOT fully back – I know a lot of links are broken, I’m still working on it – #indielife (gotta do everything yourself) hang in there goblins – we’ll get it sorted out soon!!

Thank you all for being patient.

https://twitter.com/lostgoblin

 

Part 2 – Buildings

Last time we looked at the development of the general, environment and world art style. This time I want to show you the path we took to develop the buildings of Goblins of Elderstone.

Right in the beginning I started with researching a lot of tribal cultural huts and buildings as well as concept art for fantasy tribal races such as orcs and trolls and obviously goblins from other franchises such as Warcraft, Warhammer, Lord of the Rings etc but also more simple and colourful styles found in Dofus and concepts for low poly style buildings. My inspiration board is here

<a data-pin-do=”embedBoard” data-pin-board-width=”400″ data-pin-scale-height=”240″ data-pin-scale-width=”80″ href=”https://nz.pinterest.com/gustavseymore/building-refs/”></a>

and

<a data-pin-do=”embedBoard” data-pin-board-width=”400″ data-pin-scale-height=”240″ data-pin-scale-width=”80″ href=”https://nz.pinterest.com/gustavseymore/goblin-homes/”></a>

<script async defer src=”//assets.pinterest.com/js/pinit.js”></script>

 

jonathan-kirtz-4

http://www.geeknative.com/44964/art-jonathan-kirtz/

seaver-liu-smithy-v006b

https://www.artstation.com/artwork/egkQ6

dofus_conceptarts_blacklilipute_2

http://www.theconceptartblog.com/2014/08/10/artes-de-etienne-corbaurx-para-o-game-dofus/

 

I also really loved these concepts I found on pinterest by this artist Azamat Khairov

hut

https://www.behance.net/gallery/19364091/Little-house

 

So we started out with some concepts based on these various styles:

goblin_buildings00

And then decided this one was the best to start with was a take on this lovely concept by Stoyan Stoyanov as a reference:

shaman_hut_02

http://drawcrowd.com/projects/8b1ae8f4ca1bd46bec0e3e8dfbab7e2af8c6eaa3

 

It had all the right materials and simplicity so I made a sketch based on it which we developed as a placeholder for our concept render

concept

Which became these assets (along with the little house from earlier) for the very early proof of concept/look render I did in Blender:

tribes_worldart_test_night_newhut01

When we finally went into full production our new artist (https://twitter.com/MomoSchli) joined us and we started refining the models starting with the Grand Hall (which is the main building for the tribe). We decided to skip the concept sketching phase and do our concepting straight in 3D because the style was so fast (simple shapes, no textures, all vertex painted) and our artist was so fast that we could get a better feel for these buildings in 3d and in engine.

building

warren_moritz building_warrenking

screenshot00311

 

Development of the blacksmith building:

building_blacksmithdev

Some turntables of more recent buildings:

tavern temple tower faithhall goe_storage warrenpeons

Here are some more renders of buildings we’ve done that are not quite in the game yet:

building_voodoohut04 building_butcher building_barracks02

The idea of walkways and paths and lots of robes and stilts has always been important to me to get more of a chaotic goblin feeling. As  seen here in the goblin town scene in The Hobbit.

goblin_town

So the pathway system (which was explained in an earlier post) was really important to be part of the building’s aesthetic

 

Pathways working in an earlier version:

working 3 with towers

This look and feel is something we will keep developing and improving.

screenshot00227

screenshot00282

Buildings for the Region Map

We also spent some time recently developing buildings for the region map. These serve as map location markers for settlements and interesting location that the player can deal with on the region game map layer.

settlementvillage settlementcastle dungeon monolith

And here is what they look like, in game, in a very early version of the region map:

screenshot00440

Well that’s it for now. I hope this was insightful and interesting to you all. We’ll be back sooner next time with the next part of this art process tour, showing of the main stars of the game; our super adorable goblins! 😀

goe_gobo01

 

By | 2017-07-05T11:24:34+12:00 September 15th, 2016|Art, Goblins of Elderstone|Comments Off on We’re Back?…. Art Process Part 2