Throughout my life, I've always been an indecisive person. When ordering food at restaurants, I often overthink and prolong even the most minute of decisions. So when it came to picking a concept for my game, I was at a loss. I n order to find inspiration, I turned to my trusty old pal, the random word generator. Each word that I generated could feasibly be a game title, and I got the wheels of my brain turning thinking up the different genres for each option. Eventually, I settled on the word "Underline" as my game title. I envisioned the game as exploring a defunct underground subway line and scavenging for supplies as you fight mutated subway workers and sentient turnstile machines. And the train schedule would serve as a time constraint for traversing the map. This functioned as what I would consider a natural evolution of the maze game we worked on in class, while also being set in a more detailed and interesting setting. After coming up with the general outline for the concept, making the concept art was a breeze. I drew inspiration from post-apocalyptic settings like the walking dead, while also borrowing monster designs concepts like "Berserk" and even "Wall-E" for the turnstiles in particular. The overall plot and setting of the game was partially inspired by the book "Yokohama Station" which is set in a sentient labyrinth that evolved from a former subway station. In conclusion, when it comes to making concept art or even concepts in general, it is important to remember that no concepts are 100% original. What is really essential is taking the great foundations laid by creative people before you and to try to put your own personal spin on it.
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AuthorI am an eleventh grader who goes to DSA. My main interests are design and music. Archives
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