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Art. Just how important?

Started by Acta Est Fabula, April 16, 2008, 02:37:50 PM

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Rob Lang

Acta, those images are great. Perhaps with a bit of context that you'd find in the game book, they'd mean more but to my untutored eyes, they look spendid. The scratchy gas mask fellow is my favourite. It's a very dark and energetic look.

Quote from: flyingmiceBetween Rob and Marco, these excellent FREE games are ruining our exploitative businesses!

(Lights torch and grabs pitchfork)

heh heh. Being free, we're not competing at all! If it really offends you, I might start selling it, just to enter direct competition. Then see how you feel! :) (just kidding, never going to sell it).

BillionSix

I think good art can really add to the feel of the game. But I also have an eye for practicality. Like the D&D Monster Manual books that give illustrations of all the monsters. It's a utilitarian thing. It lets you see what the monster looks like.

As for feel, I think it should match the game. For instance, a lot of people complained that Christopher Shy's art was not right for Transhuman Space.

I think the art for Encounter Critical is perfect for that game, however.

Brian
All I need is a warm bed, a kind word, and unlimited power.

I am reading the Bible and giving snarky comments:
http://billionsix.livejournal.com/

flyingmice

I think the art for Risus was also perfect. :D


-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
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Gunslinger

Whether the artwork is technically good or bad it has to inspire me to create something.  I love concept sketches because they force the viewer to complete the idea or take aspects of the work that entertain them to creation.  I love professional artists doodle work because of the mass amount of elements they are playing with.