Aeon of Sands - Summer Interview and New Gameplay Footage

IRN : How long has the development taken so far?

Starting in 2012, about 2 years of research, planning, story and pipeline (how to get the exact old-school look and feel), followed by 3 years of implementation (code, graphics, gameplay, story, audio), and almost 1 year of beta-testing and polishing.

Any idea of a release date?

Our plan is to release in 2018 !
We will disclose the release date in a few weeks on our blog; please do register for our newsletter if you want to be the first to know!

Register to receive exclusive news: https://t.co/ft6LromBC1


Melee & Spell Combat Footage


Story Footage

Read the full interview at IndieRetroNews:

@Let's Player, Journalists, ...

If you want to write an article about Aeon, an interview, or you just want to let's play it...please contact us at: info at aeonofsands.com .


Enjoy the summer folks:) !!



Cheers!
Marco  & Florian^TwoBitsKid

Aeon of Sands - How to create a wallpaper for a video game?



Hello readers!


For this installment of "Sleep 'till late with Marco", I'll guide you in the process of
Aeon of Sands - The Trail official videogame desktop wallpaper creation.

The first requirement to create artwork is someone who asks or forces you to do it. Usually a perverted creature called co-worker who ignores the fact that you already have something to do: to recover from too little sleep, to buy food and to defend yourself against garden vines that try to enter your floor uninvited. This kind of thing.

For proper illustration making, there are engagement rules to be respected.

Something along the lines of:

Evil Co-worker:    We need a splash page.
Me:    We already have one, I call it "orange flat".
Him:    No, I mean a proper one, with the Kinami tree... Have we already shown the tree? And the city... and the glass dome from the inside! And maybe tigers! A group of them attacking a pirate ship. In a stormy night! And the two Suns! 
Me:    I see... Minimalism, Pop Art, the whole 20th century got nothing on you, right?
Him:    Don't throw words at me! The only word is Code!
Me:    Right. Bye. [the communication breaks up. I go back to sleep.]

Thumbnails
After some other unjustified jokes associated with the threat that he would add heinous features to the game that only his distorted mind could love, like, more statistics,  I give up, and for the sake of reason, I'll make a few sketches that you see above.

What I wanted create:

  • a bold view of the sacred giant tree of the city of Pantella, called: Kinami
  • the tree: important to the story of the game,  thus should show its vitality, its will to spread, and to fill up the image
  • the city: had to be shown growing on it, in a symbiotic relation
  • a figure in foreground to help me state the proportion of the scene, and most of all to give a sense of story, of a final destination reached, or of something about to happen.


I thumbnailed a dozen possibilities, and decided for the one that seemed the most clear and sharply cut: a straightforward one.

Black and white rough
At that point, I usually want to have only a couple of values; in this case that was also seconding a scene overflown by the two suns’ light. I'm mostly concerned with shape and flow until very late in illustration, in any case.

After that, I distanced the various planes a bit, and thought about the mood.
In our story there is a kind of metaphorical veil, sometimes even a real one. A warm strangulation that threatens to suffocate the main character. This sometimes leads him in situations where right and wrong are blurred and Setrani, our leading actor, cannot help but miserably move on.

So, I started playing with that idea and the tree.

Add heat
The rough was ready, and I started to work on the preparatory drawing. I don't need such drawings to be very precise in respect to line, but I do need that in respect to masses; I need to know what goes where precisely.

I'm not the kind of visual artist that has the details fixed in mind from the start: I usually find them as I go on, as long as I have an expression, or emotion in mind, and a structure in place.

Now for instance, the placeholder figure in foreground was really lame. I needed a clear purpose for it, beyond the simple balance of the image.

So I borrowed a particular creature from the story, I covered it with a cloak, and gave it a sense of foreboding menace which fits with the general theme of the game.

Draw the skeleton out
Then I started to paint it. A lot of clone-mix brush work and pencils later, I arrived the stage of the following screenshot.

Pour the color in
And even later, after adjusting the overall hue, adding detail and trying to pursue light diffraction and more distance separation, I came to the following one.

Add detail
Then, I had to add the game title that also called for a revision of the logo used for the normal advertising screenshots.

Enter the logo
I decided not to occupy myself so much with the dome, and to suggest it only in the distance. Besides, whatever the creature in the foreground is, the dome is an obstacle that didn’t stop it: it’s already inside the city limits. ,
Now I just had to add the shadows cast by the tree and by the figure on the ground, and add a bit of detail to it: grass, maybe a bit of farming for the sustenance of the city inhabitants.

Finally I placed the logo on it, and added the finishing touches.

Floor it
That's it!

If you like it, download it here in colossal [2560x1440] resolution for your desktop pleasure!

download wallpaper:

with Logo:
1920 x 1080
wallpaper_large_logo_1920_1080.jpg
1920 x 1200
wallpaper_large_logo_1920_1200.jpg
2048 x 1536
wallpaper_large_logo_2048_1536.jpg
2560 x 1440
wallpaper_large_logo_2560_1440.jpg
without the Logo:
1920 x 1080
wallpaper_large_logo_1920_1080.jpg
1920 x 1200
wallpaper_large_logo_1920_1200.jpg
2048 x 1536
wallpaper_large_logo_2048_1536.jpg
2560 x 1440
wallpaper_large_logo_2560_1440.jpg
Share it.
Tweet it.
Love it!


Thanks for reading!
Marco

Marco Pedrana, the more aerodynamic half of Two Bits Kid, artist, illustrator, narrator, designer, sleepwalker, I don't actually have Setrani' looks.





Summer Update 2017 - Aeon of Sands

The Aeon of Sands team is on vacation until end of august, to regenerate for the final crunch to game completion.

The game is basically done: everything structural has been integrated, 90% of the mazes are in alpha state with all dialogues and graphics.

Combat finetuning against some Rogues 
We want to use the next couple of months, starting from mid august, to do additional cleaning, and most of all, to add all sorts of stuff that is not core game or story, and work on mechanics we did not anticipate. But that's the fun part, right?

Starting from September / October, we’ll then handle the external proofreading of the story as well as marketing matters, but we will keep polishing the game until the last minute before the release.

Playtesting, Debugging of the final Dungeons
So, enjoy your summer (or winter, if you are on the other side of the planet)! If everything goes as it should, this is the last “have a good summer(/winter)” post before the game goes gold!

Spring Update - 2017

Hey world,

We are still among you :) and work diligently at Aeon of Sands.

We now arrived in the internal Alpha. Horay !!!

Here is a small excerpt of our activities (my activities).

development activities - Aeon of Sands
Unfortunately, writing blogs is not our strength. Last year we almost exclusively posted updates from the game on our social accounts.

If you would like to receive the latest information, follow us on Twitter or Facebook.

We will bring our new website with trailer and community forum online next month. If you want to be informed, please log on to our mailing list.

Mailinglist



We will be looking for users who have registered for a wide range of delicacies ;-).

If you missed our social activities last year, I will summarize them below.











Have fun. TwoBitKid^Florian

 

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