Art section featuring logos and direction.

Logos

Research into the art for this game has been tricky due to the scope and time constraints. Initially, I strived to produce hyper-realistic assets and a world to go with them. As this was too ambitious, I homed in on what is really important within my game - in terms of visual expectations. This included:

What must the art convey?

The art must be fairly realistic. As the game is aiming to be a simulation, keeping scale - as close to real life is important, however when it comes to art, there is more leniency - it can be simplified to single colours instead of complex textures being applied to every asset.

Here is a small list of some things that have been considered when thinking about art for the game.

As a compromise, most assets for the game will be low poly. Using shaders and colouring objects will make them stand out and feel more polished/complex.

Pinterest Pins

MySaved.PNG

It has been very challenging to find images that assist with forming a clear, picture of the inside of the Fukushima Daiichi plant. I suppose this is due to it being fairly recent and being withheld from the public. For that reason, I will need to take some creative liberties when designing the interior of each room. From the images I have found, I can begin creating a palette of colours.