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
I don't know how I missed this game... I love space/gravity/thruster-based stuff. My iPod is with AppleCare right now but I'm bookmarking the link
Here are some early concepts for Silent Swords: And this is how it ended up: SILENT SWORDS SILENT SWORDS ZERO Check them out! iTunes links: Silent Swords - Silent Swords Zero
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. ArtCoder: Cool characters in Silent Swords!
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: Subscribe to the TouchArcade YouTube channel
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. 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. 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.
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 .
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 Here's one more comparison set, this time the menus:
Blood Fever Development Stages Here are some graphics from the development of Blood Fever (http://itunes.apple.com/de/app/blood-fever/id407947417?mt=8) First Wireframes First Prototype Final Game And since we're in the App Store for only two days now, we still have some Promo Codes left. Just ask in this thread: Blood Fever
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 ^^
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 Early on: Retina resolution Later: Retina resolution Finally: 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...
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: 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
Caveman - Lemmings remake BEFORE AFTER 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.
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
Here's what I found digging up for Trigonon: Episode One resources. Pretty radical changes huh? Menus changed even more, maybe I'm gonna post some pics tomorrow. These are three major iterations, there where way more during developement.
I made a blog post with a bunch of screenshots as a response to this thread. Here's a preview: Mockup: First prototype: Final version: