At the moment I am steeped in Tell a Demon background art, so I thought I would write my thoughts about background art in general, including some of my past experiences (and errors).
1. Telling a Story
Background art can say a lot about the characters who inhabit it, whether it's an interior or exterior.
All exteriors in Tell a Demon and Asher, for example, are intended to give hints about the world, from the old stone foundations to the altars visible on every street corner.
From Tell a Demon (Demo). |
Background art can also be integrated into the story or gameplay: such as in adventure- or hidden object- type scenarios. For instance, one of the backgrounds in a visual novel I worked on, Sunrise, had an airplane that could be added or removed. It later played a key role toward the end of the story.
2. Contrast in Style
It's important that characters stand out on the background art. One way to achieve this is through contrast in style.
It's fairly common to see a visual novel with cartoon characters on painted backgrounds, but the reverse also works to make the characters pop off the background:
From Sunrise. |
The difference in style doesn't have to be so dramatic, but even a slight difference, such as a change in line quality, can help make the characters stand out.
3. Contrast in Value
From Asher, god this art is old. |
One issue I had with the painted black and white art style of Asher was getting the character art to stand out no matter where it was placed on the background art. I found that backgrounds with a wide range of values (light, middle, and dark points) often had places in which the character art blended in or disappeared!
To counter this problem, I made the backgrounds a middle-grey to light tone. I also upped the contrast in the sprite art, exaggerating highlights and shadows to establish more contrast.
This can be a problem with color art, too, and it helps to occasionally look at the artwork in grayscale to check whether or not the image holds up in black and white. This is important when designing for a wide range of viewers, since a shift in color that looks fine on one monitor might be difficult to see on a monitor with poor color calibration, and what looks distinct to one person's eyes might be indiscernible to someone with, say, color blindness.
4. Remember the Textbox
I'll admit to having a mild obsession with the textbox. I have thought of putting it at the top of the screen, where it would be out of the way. I have thought of using a subtitle style and doing away with it altogether. It seems like I often have to choose between hiding something important or adding more art (which is time-consuming) to get around the Textbox Problem.
Some of my early attempts were simply poor planning and Asher's background art was generally awkward as I figured out what I was doing, and it suffered from several art and textbox clashes:
Sometimes you just have to cut your losses. From Sunrise. Text by Hazel-Bun of Cherubim Scribes. |
5. Focal Point
Some more recent Tell a Demon background art |
This doesn't have to apply only to items in the background, but can be used to make the characters stand out on the background:
Callista from Sunrise. |
It's also worth noting that if a character is placed on a background which is very dark, it's better if it's not a flat #000000. One thing that can add extra polish to a VN are custom light and dark screens that match the overall feel and texture of the visual novel.
*You could also hold it from the sides, but then the bird of prey inside might take a finger.
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