Planck
Production Cycle: 4 months
My Role: Lead Artist
My Contribution:
- Art Direction
- Background Art
- Player Ship/Enemies
- Particle Effects
Full-Production team structure: 7 team members
- Creative Director
- Team Lead/Designer
- Designer/Tech Artist/Scripter
- Lead Artist
- Lead Programmer
- Programmer
- Composer/Audio Designer
Game Synopsis:
Planck (pronounced – “plonk”) is an abstract, 3D scrolling musical shooter. Planck is about experiencing music as an interaction between player and artist, and using the established framework of a video game as a conduit to make it possible. Planck’s primary offering is its appealing combination of music and visuals that are timed (―quantized‖) to a beat as the player interacts with the game.
My Take:
When I started working on Planck the rest of the team had already been working on the game for some time without an artist. They had just begun to rebuild the game from the ground up in Unity3D, I tried to add a little more cohesion to the art style and began to provide some art direction while trying to stay true the to art style and the vision the team had already started to develop. This has been a very interesting project for me because for the first time I'm working on a game where the music is the driving force behind the art, coming up with interesting enemies that fit with certain sounds has been a challenging but fun experience for me thus far.
Credits:
Creative Director: Matthew Burns
Team Lead/Designer: Brenton Woodrow
Designer/Technical Artist/Scripter: Chris McCarthy
Lead Programmer: Kyle Murphy
Programmer: Andrew Richardson
Lead Artist: Justin Kimball
Composer/Audio Designer: Chad Bechard