Here I'll share the process behind the artwork. Originally published on our dev blog. This is the final booth art we used to promote Lake Ridden at EGX in Birmingham 2017. Below I'll talk about how we arrived to this! Lake Ridden is a puzzle game filled with mystery and exploration, made by a bunch of former Minecraft and Paradox developers. Comments and feedback on this piece are always welcome here, or you can find me, Sara (the producer) on Twitter! Before you decide what event to visit as a game developer, you need to nail down your goal. Why are you going and what do you hope to achieve, Traveling to GDC, NGC or Pax takes a lot of time, money and energy. And all that time spent on the event is time spent not developing your game. Our goal with visiting EGX in Birmingham 2017 was to meet with consumers and let them have a go at the demo, to increase visibility for Lake Ridden and meet with journalists. The core target audience for Lake Ridden is women and men in the age bracket 25-35, who likes puzzles, story and creepy atmosphere.
They speak English and probably live in the US or UK. Banners and promotional material in every corner. We need to make sure people can find our stand and play our game. ALWAYS better to ask than to assume. So for EGX, we had a stand featuring two monitors and chairs, in a long row of other games on display. This is the template provided from EGX, how our stand will be built, its most basic measurements. So when you know the measurements of your booth you need to take into account that the bottom part of your big poster will be partly obscured by screens and people hanging around. Never print anything crucial on this area, like the name of the game. The part of the booth with the best visibility will be the top. Place important things as high up as possible to make it easier for your players to locate your booth in the sea of posters, roll-ups, and booths.
Also, if possible, try to find photos or video of booth setups from earlier years since those could give you a hint about lighting conditions in the area. This impacts the visibility of different colors on your poster. Please remember that the common skills needed to make general game art or paint concepts are very different from what a graphic designer does. A lot of graphic design is about combining images and copy to sell or market something. It involves typography, print knowledge, and layout design, just to mention a few core skills. In our case, we got a lot of feedback from a graphic design friend of ours, and then our art director and I worked with that. Here are some of the iterations we went through! Iteration 1: We tried some different layouts and had all these things we wanted to communicate, like six different screenshots, a big block of text, the logo above each gaming station and so on.
This does not work! What is the viewer even meant to focus on, And nobody will read such a long text in a badly lighted room. Iteration 2: We removed a lot of the visual noise, trying to narrow down the important stuff. We took our most liked images and placed them next to each other, still trying to communicate how much the game as to offer. But the painted image and the screenshot just look way too different from each other, almost like two different games standing next to each other. Iteration 3: OK, so we tried unifying the art direction of the poster by going for two screenshots instead of a painted image. But as you probably can tell it still looks like two different games, right, Like one of the game is about a forest at night, and the other about a sunny forest. We still had the upper part of the banner in all black, to make the logo stand out more. Iteration 4: Getting close! We still tried placing the logo on top, against the dark background, but it just looks very amateurish, if you compare it to the final result below.
This layout is clear to read, it communicates well and it has some space for the copy as well! This layout should work. When can I get it (is this a demo or something I can buy,). At the bottom of the screen, there is room for our logo and the web page if the player wants to know more or subscribe to the game in any way! In real life, at EGX 2017! As you can see the spotlights at the top burns the logo in this photo. The token cards are placed next to the game to help people grab some! We have been moving away from labeling the game as a horror or walking simulator. Hopefully, this sells the game much more as the thriller adventure it truly is! Conference USA, Game City and GameConnection USA. At these events, we have not had any kind of physical item to offer testers.
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