Here defined it = COLORFUL TEXTURES + CURVED (“adjusted”?) GEOMETRY + POST-PROCESSING
But continue to look at 80lv stylized search results
https://youtu.be/ql7vRNVAKu8
https://youtu.be/r4t7rO-nhOw
https://youtu.be/WWXsmnlmADc
https://youtu.be/nEZasf6Mnto
https://80.lv/articles/stylized-environment-production-in-unity
https://magazine.artstation.com/2017/03/game-environment-artist
https://80.lv/articles/rogelio-delgado-on-building-great-environments
https://80.lv/articles/the-stages-of-environment-art-in-gamedev - Main Article
https://80.lv/articles/environment-design-modularity-color-composition
https://youtu.be/FqX-UMVTLHI - Riot Concept Art Video
https://youtu.be/37LVhP15zGw - Riot Environment Art Video
https://cgsociety.org/news/article/3310/the-art-of-creating-a-game-with-brandon-martynowicz - Edith
https://youtu.be/R75g3elj7y4
The key is finding something within that idea you can be excited and inspired about. Maybe you like the lighting within the environment or you care about the story being told. Whatever it is, find that aspect of the environment in any way you can. - WoLD
Goal: exciting yet ambiguous enough to afford exploring ideas
[ ] 1-2 lines that summarize the goals of the...
[ ] Narrative: dramatic question and/or "dragon" to slay
[ ] Gameplay: start, PEPSI (pickups, enemies, stores), end
[ ] Context: how it links adjacent areas and the story's theme
[ ] Setting/Lore: what the area's residents got + get out of it
[ ] Constraints: prereqs that all such levels need in this game
Goal: find the threads linking the inspiring, exciting refs/chats
Goal: level/gameplay beats with only broad callouts and pathing
Goal: a master level board you can show to anyone, by using the preceding section's Concept to put together...
Answers the art questions:
Answers the LD questions:
3D blockouts, image ref, 2D sketches, public concepts, Arch[Viz], phone pics, gameplay/scripting scenarios, your game’s demo level, fave game’s location/level, film clip
Pacing an area's Purposes, maps their function inside the world and level design
To situate
Pacing an area's Systems via Challenges to the player's game mechanics
Pacing an area's Geometry, or Architecture moving over to the environment/level art blockout in the next step 3
Goal: figure out the spatial look & feel overlooked by map.
Goal: making the space itself before picking and placing things into it, i.e. ask how player flow connects w/beats. -- Does the hull work against what it and adjacent spaces need to accomplish?
- Be ever willing to cut, whether just blockworld, or also walkthrough, or also concept! (Like KNKL variants!)
- After you get to a very rough draft, move to next step
Goal: think in 4 big environment art types...
...then work out the bad ideas (KNKL-style!), but also scene's daily life = the objects in and flow through it
(It's own project => Repeat stages 1-4!)
Focus on composition as a story tool, remind players of their active goal, nods to preceding/future areas (Souls!)
Can use vert blending/decals masks repetition, e.g. a door has color variants, [no] handle, [no] glass, metal/wood surface type variations -- all same asset w/altered material params
Take a concept image and break it into major textures, minor textures, and decals/details
Start with a base prim and extrude/drag verts, add edge loops, etc. into desired broad shape:
Focus on silhouette, shape, and beware noise ratios (KNKL 10-S, 20-M, 70-L) esp. in arenas. -- i.e. Proportion of noise first, not detail. Framing should help keep elements from fighting for eye's attention
Frame elements to be fun to walk around in!
Pre-texture pass, assign all basic gray “Base_Material”
PIE frequently to vet path clarity and collision snags (walk up to every mesh!)
If unsure about something, go back for more refs!
(vs. an emotionless/unconnected asset salad)
Sculpt, don't draw: nail big shapes w/blobs, and then subtract from the form, like #knkl on drawing bangs!
Originality check: add personal touch to your ref mix,
3D Pixel tips: small palette, pixel density (cup != barrel's #px), surpass 2D (ex. bookshelf/fridge depth)
Use the #pixel-textures channel-end Slynyrd clustering (i.e. start w/KNKL S/M/L -> outlines -> adj clusters)
Reminder to revisit one-offs in #pixel-textures to eval!
Goal: evoke a strong mood of light/dark to push a player's eye through an area!