The folks at Game Informer have supplied a steady stream of news in relation to Epic Mickey since the release of their November magazine. This time, they're looking at the artwork in the game. Check it out:
You can read the rest of this article here.
An In Depth Look at the Art and Animation
Disney Epic Mickey is months away from release, but the work involved in its creation began years ago. Anyone who has perused the November 2009 issue of Game Informer understands the project’s dramatic scope and ambition. However, we can only fit so much information in the magazine. In our first Inside the Game online feature, we follow the art and animation development from concept to implementation to get a better sense of how Mickey and his world came to life. Don’t miss your first-ever chance to see early animation tests of Mickey and his friends in action.
The process of level creation begins as a collaborative project; as the development team throws around ideas for game design and story the artists begin work on concept art in earnest.
“It starts on paper with the general idea of the storyline that Warren [Spector] is going for,” explains art director Lee Harker. “We read on paper the general gist of what the level or the area is supposed to be, and we just start firing off ideas all over the place. At that point Warren will come by and we’ll review the work and talk about general direction that we want to go for in each of these areas. Once we nail in on something, it’s just a matter of refining it and refining it until we have it just right.”
Disney Epic Mickey is months away from release, but the work involved in its creation began years ago. Anyone who has perused the November 2009 issue of Game Informer understands the project’s dramatic scope and ambition. However, we can only fit so much information in the magazine. In our first Inside the Game online feature, we follow the art and animation development from concept to implementation to get a better sense of how Mickey and his world came to life. Don’t miss your first-ever chance to see early animation tests of Mickey and his friends in action.
The process of level creation begins as a collaborative project; as the development team throws around ideas for game design and story the artists begin work on concept art in earnest.
“It starts on paper with the general idea of the storyline that Warren [Spector] is going for,” explains art director Lee Harker. “We read on paper the general gist of what the level or the area is supposed to be, and we just start firing off ideas all over the place. At that point Warren will come by and we’ll review the work and talk about general direction that we want to go for in each of these areas. Once we nail in on something, it’s just a matter of refining it and refining it until we have it just right.”
You can read the rest of this article here.