Got the & #39;Ok& #39; now, so hey! I& #39;m a Principal Concept Artist on #FallGuys at @Mediatonic and I& #39;d like to show some of the work I& #39;ve done on the game. https://abs.twimg.com/emoji/v2/... draggable="false" alt="πŸ’›" title="Gelbes Herz" aria-label="Emoji: Gelbes Herz">https://abs.twimg.com/emoji/v2/... draggable="false" alt="πŸ’œ" title="Violettes Herz" aria-label="Emoji: Violettes Herz">https://abs.twimg.com/emoji/v2/... draggable="false" alt="πŸ’™" title="Blaues Herz" aria-label="Emoji: Blaues Herz"> #GameDev
Before we& #39;d solidified colour/pattern rules for the game, I started off concepting whole levels and large parts of them to work on the general look. We also explored the idea of a night mode.
From there I went on to focus on individual set pieces within the game. Conveyor belts, smashy walls, wrecking balls, tiles, doors and spinny floors...
Wrecking Hoppers
A visual language gradually formed and we agreed on a colour/pattern system for objects that move, objects you bounce off, check points etc, so that the player would recognise how to interact with part of the game. So later on, concepts for Fall Guys became more about specifics.
Here& #39;s some tiles from Hex-a-Gone and TipToe
The world the Fall Guys arena sits in also took some thought
Before I conclude, I thought I& #39;d add a couple of costumes I designed that I& #39;m fond of, but costumes are another conversation.
I joined some time after @danhoangart had already established a lot of the look of the game. You can check out his development process here:Β  https://twitter.com/danhoangart/status/1296917830244405254?s=19

There">https://twitter.com/danhoanga... really is a lot of art, but that& #39;s all from me for now!
Oh also, I drew that fruit you& #39;re all arguing about. Sorry.
You can follow @Ash_Kerins.
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