Developing Avoyd, an abstract six degrees of freedom First Person Shooter voxel game.
Juliette Foucaut - 02 Aug 2016 - edited 17 Nov 2016
Return of the black triangles: our friend, musician Peter Highspot, surprised us by producing original music and sound effects for the 2014 in-game fly-through. We couldn't resist sharing the video, and hope you enjoy it as much as we do!Peter Highspot.
Rebecca Michalak - 26 Jul 2016
[Concept artist Rebecca Michalak explores colours and lighting for Avoyd.]
For the fourth round of concepts I wanted to explore palettes some more, since colour is an important part of Avoyd. This was my biggest challenge, being generally used to doing fairly monotone paintings and letting texture denote form.
I started by gathering a range of colour palettes from various sources (I have a library of about 5000 reference images saved to my computer for when I want to start a new painting or need inspiration) in order to have a starting off point. Working in a more abstract way was unfamiliar to me and difficult when I started the project, but I've found that as long as the basic tenants of any artwork are solid (values, colour schemes, composition) then you can push experimentation much easier and further.
Juliette Foucaut - 27 May 2016
We started working with artist Rebecca Michalak on concept art to help us figure out a general feel for Avoyd, as well as ideas for abstract shapes and colours we could implement in the game. Below is a series of the latest concepts drafts, as well as the preliminary sketches Rebecca drew, enjoy!
If you want to see more of Rebecca Michalak’s art, check out her portfolio!