AuthorTopic: Owl Boy  (Read 9493 times)

Offline Cure

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Re: Owl Boy

Reply #10 on: September 05, 2008, 10:24:01 pm
Reminds me of windwaker.  So hot.

Offline Krumbs

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Re: Owl Boy

Reply #11 on: September 05, 2008, 10:34:25 pm
I just drew a pixel fishbowl, and now that I see his one I realise how bad mine is  :(

Ah well, practice makes perfect as Snake has so kindly shown.

Offline chriskot

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Re: Owl Boy

Reply #12 on: September 05, 2008, 10:45:07 pm
i dont think they are planning to make this free.  XBLA and PC purchase I believe
Oops. You're right. Hm... Well if it's cheap it will still be a definite download for PC.

Reminds me of windwaker.  So hot.
I was thinking of the Rito too when I first looked at it, actually.

Offline Larwick

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Re: Owl Boy

Reply #13 on: September 05, 2008, 11:06:04 pm
Reminds me of windwaker.

Ah yes, definitely!

I'd pay for this, i trust it would have good gameplay.

Offline AdamAtomic

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Re: Owl Boy

Reply #14 on: September 06, 2008, 10:31:57 pm
Been drooling over this since i bledwa first leaked some screens into tigirc a couple months ago.  Flippin gorgeous...really hope the gameplay can match it!  Or not, at least then I wouldn't get completely sucked in and lose days to yet another awesome indie game...

Offline Opacus

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Re: Owl Boy

Reply #15 on: September 16, 2008, 10:59:05 am
It looks mind blowingly awesome.

Offline Dokozai

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Re: Owl Boy

Reply #16 on: September 16, 2008, 01:06:57 pm
Wow...

Thats flippin' amazing!

Offline Ben2theEdge

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Re: Owl Boy

Reply #17 on: September 16, 2008, 01:39:59 pm
Rather than just say "whoah that's awesome!" and leave it at that, we would do well to examine and figure out why it's successful.

There are a lot of good fundamental concepts being put to practice here. This is important!

The brown characters are very easy to read against the blue backgrounds, since they are opposite colors. (This rule is broken in the interiors where there is less action so readability is not as important) There is a priority in detail - if you scrutinize the backgrounds you'll see that most of the small detail is actually more or less implied with pretty thick strokes since it is viewed as a whole, but the characters which will be seen constantly throughout the game are drawn with painstaking detail. This kind of visual priority saves unnecessary work but more importantly it keeps your eye from getting "caught" on things that aren't important without hurting the overall aesthetics. Solid understanding of light and volume illustration. Drastically diverse sillohuettes make characters instantly identifiable.

Snake's previous projects haven't been ugly by any stretch but this is the most cohesive work I've seen from him so far. Great example of how much core graphic design concepts can elevate an already skilled illustrator's work.
« Last Edit: September 16, 2008, 01:48:27 pm by Ben2theEdge »
I mild from suffer dislexia.