Concept Art

Here, we’ll take a look at some of the concept art for various aspects of the game, and the process of creating the overall look and feel of this world.

Where to start?

Once I was very first coming up with the general concept for the game, my vision of Luna and Saīya started out with the idea of feminine strength, like you see in dance and yoga.

With the help of internet image search, I started sketching out the first concept art on my tablet.

 

I love super hero movies, but…

But I didn’t want traditional super hero poses for Luna. Even though she will definitely get into some very cool moves with conjuring and combat, I wanted her movements and appearance to be biased toward grace.

The first of the Sentinel Trees

I would need trees. Lots of trees.

Somewhere to start

Maybe waking up inside a cave, with light from the outside shining in….

And so it began….

The Spires

Cinder Fern Valley

Ironhold Mountain

Fire Creek Cavern

The Desert Chapters:

Most of the first few chapters of Luna’s story take place in desert environments like the ones you’ll see in this quick video. Places like The Great Sand Sea, the Desert of Dancing Palms, and Amberhill Temple.

 

Game Testing:

I love the paintbrushed skies and storybook feel, but the game environment is actually made using 3D models, so blending those elements is taking some time. Here’s what it’s looking like so far.

The Great Sand Sea

Desert of Dancing Palms

Amberhill Temple

The next chapter takes Luna to some coastal caves and cliffs. I would need Monterey Cypress trees, aqueducts, and ruins for places like Ocher Cliff Bay, Runebridge, the Cenacle, and the Chamber of the Hidden Gale.

Ocher Cliff Bay &
Runebridge

The Cenacle &
Chamber of the Hidden Gale

Eventually, Luna would need to make her way to lush, overgrown jungle and forest gardens. Places like Ashwood Springs, Shadowbrook, Ascension Grove, and Ananyah’s Pools.

Ashwood Springs & 
Shadowbrook

Ascension Grove

Ananyah’s Pools

In the later chapters, Luna and Saīya will make their way to the stormy fjordlands. Deep Haven Bay is watched over by a series of lighthouses; one of them, Mariner’s Song, is located just offshore, marking the dangerous reefs.

Within the bay, three more lighthouses line the ancient harbor and mechanical sea wall.

 

Mariner’s Song

Maiden’s Call

Mother’s Prayer

Crone’s Whisper

Farther inland, a mighty dam holds back an immense reservoir. Water still flows through a damaged spillway, topped by a somber, abandoned watchtower.

Tempest Watch

Farther into the mountains, we find places like Snowfoot Pass, the Timbercloud Trail, eventually leading to The Citadel.

Snowfoot Pass

The Timbercloud Trail

The Citadel &
Dark Sky Mountain

Behind the Scenes:

Individual Elements

Take a spoiler-free look at Game Development so far, including Character Creation, Concept Art, Soundtrack Composition, Effects, Philosophy, and more....