Art Bible
Synoptic Project
Main Character
We wanted the game to have a very cartoonish art style that featured small characters in larger environments. The main character was inspired by a lot of different games and cartoons. His body design having a larger head with a small stubby body was inspired by BattleBlock Theatre and Castle Crashers. The derpy expression came from GIR from Invader Zim. It originally had a lime green colour but was changed to this more soft pastel like shade. This was because it looked too tacky and unrealistic and when looking at similar designed characters in video games i noticed they never have a fully bright colour palette.
The UI
An idea we had early on was having the characters physically take damage to display the health of the player, this not only reduces the amount of bars and icons the player needs to keep track of but it also adds in an element of interactive UI which we all really liked. The main inspiration was from Dead Space which features and interactive UI system and the design was based of Super Meat Boy. The icons and placement of them were inspired by the Castle Crashers UI.
Customisable Hats
The main inspiration for having customisable hats in the game came from BattleBlock Theatre and Among Us, we thought it added a lot more enjoyment and replayability if you could switch between or unlock new hats through playing. Sadly this feature didn't make it to the final game but it would be something to consider adding if we were to ever publish the game.
Different Coloured Characters
The idea was originally to have customisable expressions and colours but we thought it would be easier to just have preset characters and have the customisation element come from the hats. Because of this there wasn't any major inspiration apart from how most party games make each player a different colour to tell whos who. I stuck with a soft pastel colour palette as having bright neon colours made them feel tacky and unrealistic.
Menu Background
When making the menu background i wanted something that stood out and was quite bright and colourful as this would be the first thing the player will see. To fit the fun and chaotic style of the game i decided to have the characters flying through clouds showcasing their jetpacks and the powerups of the game. The reason it's so wide is because it slowly pans across and loops back which we thought would make the menu less static and boring.
Lab Level
The background art for the lab level is the main artwork that the players will see and so i put more detail into it than the concept art. The main inspirations came from Dexter's Lab and classic villains evil lairs across all media. I wanted it to be uniquely ours though, so i added details like the character in the septic tank, on the computer screen and on the blueprints. The theme for the level ties into how we designed the map, having electric fields, power boxes, hovering platforms and a gun mechanic which all fit the lab esthetic. I also made the background look 3D using perspective to help more easily merge the two styles of the game.I used a soft monochromatic blue colour pallette as i felt it gave off the cold steel feeling i wanted and didn't stand out too much as to take the focus away from the characters.
Lab Inspiration