Post your game's before and after pics!

Discussion in 'Public Game Developers Forum' started by ReignDesign, Jun 7, 2010.

  1. stealthbeestudios

    stealthbeestudios Active Member

    Aug 6, 2010
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    San Francisco Bay Area
    Evolution of Stealth Bee Jam - Jam Screen

    From early wire frames in black and white to the final product, this video shows the iterative nature of UI and graphic design. Soundtrack is a saved Jam from Stealth Bee Jam, from the song "Jumpstart".

    http://www.youtube.com/watch?v=3uUGrfDFSsQ
     

    Attached Files:

  2. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
    3,738
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  3. ArtCoder

    ArtCoder Well-Known Member

    Here are some early concepts for Silent Swords:

    [​IMG]
    [​IMG]

    And this is how it ended up:

    SILENT SWORDS
    [​IMG]
    [​IMG]

    SILENT SWORDS ZERO
    [​IMG]
    [​IMG]

    Check them out! iTunes links: Silent Swords - Silent Swords Zero
     
  4. TimoVihola

    TimoVihola Well-Known Member

    Mar 26, 2009
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    Creative Director at Mountain Sheep inc
    One year of development compressed into one image. That 2d prototype didn't look too bad and we gave some thought for the idea that the entire game would be 2d. Ultimately we decided the game had to be 3d in order to compete with the big boys. In hindsight I would say that was a the right choice :) Otherwise we would be in trouble with things like different resolutions etc.

    [​IMG]

    ArtCoder: Cool characters in Silent Swords!
     
  5. frankthe2nd

    frankthe2nd Well-Known Member

    #205 frankthe2nd, Mar 23, 2011
    Last edited: Mar 23, 2011
    Etolis: Arena
    Funny thing is I'll probably have to make another before/after post after the upcoming update ...

    Early prototype and yes, this was my first attempt at level graphics:


    At launch:
     
  6. Evolution and Mutation of "The Greedy Sponge"

    [​IMG]
     
  7. Runloop

    Runloop Well-Known Member

    Nov 16, 2009
    304
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    iPhone Developer
    Southampton, UK
    Ha. This thread is genius. I've actually released the same game mechanic on the App Store 4 times in various guises. This is the first out and how it started out:

    Head Spin

    The first incarnation. These, believe it or not, are meant to be robot heads. However, seeing as they are initially rotated to random positions unless you have seen them before, they could be anything.

    [​IMG]



    Head Spin: Daily Edition

    Next up was an attempt to cash in on both Doodle drawing style and Easter (the bunny is a tenuous link, I know). The result was that the game was a lot easier to play as you could tell which way around the bunny head was more easily.

    [​IMG]



    Head Spin 3D

    Until finally for retina display I was unable to use stop frame animation anymore as there were simply too many images. I learnt a bit of 3D and somehow managed to knock this together. Again with the bunny hero as even for the doodle style I had modelled it in 3D.

    [​IMG]
     
  8. Maybe that's just because I have a thing for 2d art but I think that your 2d prototype looked really awesome! The final 3d version looks great as well though :).
     
  9. TimoVihola

    TimoVihola Well-Known Member

    Mar 26, 2009
    432
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    Creative Director at Mountain Sheep inc
    Glad to hear you like it!
    I remember reading some horror stories about the creation and managing of 2d frames in Diablo 2. In Death Rally we would have needed at least 64 frames of rotation for each car, there's five cars in total and they come in several color combinations and damage states... and of course the resolution is quite big at 1024x768. Once we started doing those calculations the 2d idea was starting to look grim :D

    Here's one more comparison set, this time the menus:

    [​IMG]
     
  10. schaffstein

    schaffstein New Member

    Mar 25, 2011
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  11. c0re

    c0re Well-Known Member

    Apr 15, 2009
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    #211 c0re, Mar 25, 2011
    Last edited: Mar 25, 2011
    Death Rally !
    I remember having a total BLAST with this game on my old 486, 17 years ago !

    Seeing its design sheets reminds me a lot of memories, thanks :)

    p.s : huh, the original Death Rally was in 2D, gents ^^
     
  12. lws

    lws Active Member

    #212 lws, Mar 25, 2011
    Last edited: Mar 25, 2011
    Hemispheres

    These are some of the stages, my game - Hemispheres - went through.

    I'm proud to say that I did all of it myself, though I have to admit, I would've certainly sworn less if I had an artist :D

    Early on:
    [​IMG] Retina resolution


    Later:
    [​IMG] Retina resolution


    Finally:
    [​IMG] Retina resolution


    You can get it at the App Store for $0.99 - There are also some promo codes available via PM.

    More game information (including a little video): see signature :)


    EDIT:
    Ugh, the colors are a bit off, especially in that last screenshot :/
    Looks much better in full resolution, and also on the website and in the store, and most importantly on device!
    Then again, it might just be my browser and color management...
     
  13. Razoric

    Razoric Well-Known Member

    #213 Razoric, Apr 5, 2011
    Last edited: Apr 5, 2011
    [​IMG]
    :D
     
  14. Ovogame

    Ovogame Well-Known Member

    Sep 25, 2010
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    Game Developer
    Morestel, France
    Here a shot of my upcoming game...
    It's a big improvement isn't it? :)

    JC

    [​IMG]
     
  15. BPO_Quickdraw

    BPO_Quickdraw Well-Known Member

    Jan 14, 2011
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    http://bulletproofoutlaws.com/
    Awesome thread! Love seeing this stuff...it's crazy how much difference new art can make. I love the ones that go from programmer art to final art the best haha

    I'm an artist so I usually start with more than rectangles and spheres just because it's quick for me to doodle out some sketchy stuff to help visualize the final game. I'm currently finishing up redoing all the art for my current game:

    [​IMG]

    Still re-doing the HUD stuff right now but all the in-game junk is redone. I ended up just leaving the ninja as-is through the whole thing haha

    - Quickdraw
     
  16. mobile1up

    mobile1up Well-Known Member

    Nov 6, 2008
    754
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    Technical Director
    Munich, Germany
    Caveman - Lemmings remake

    BEFORE
    [​IMG]

    AFTER
    [​IMG]

    originally planned as a freebie; we couldn't release it. hence new artwork/sfx - much better game as a result, before is classic retro feel (still awesome); but after definitely hits a good sweet spot.
     
  17. lws

    lws Active Member

    #217 lws, Apr 7, 2011
    Last edited: Apr 7, 2011
    I'm glad this thread comes back to life :)
     
  18. JoshCM

    JoshCM Well-Known Member

    Aug 11, 2009
    4,250
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    Game Designer
    Upstate NY
    Gears: Before and After

    Hey Guys,
    Here is a before and after of our upcoming game 'Gears'
    that was originally started by Corey Redlien of Mobile Game Garage.
    Crescent Moon took over to revamp the look of the game and enhance the gameplay.
    The screens show the original iPhone version, and now the iPad 2 version made by Crescent Moon.
    -Josh
     

    Attached Files:

  19. vernocchi

    vernocchi Active Member

    Oct 19, 2010
    25
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    Co Founder & Creative Director at DESTINYbit
    Ravenna, Italy
    Here's what I found digging up for Trigonon: Episode One resources. Pretty radical changes huh?

    [​IMG]

    Menus changed even more, maybe I'm gonna post some pics tomorrow. These are three major iterations, there where way more during developement.
     

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