Hey everyone!
This is my first time posting here, and I am very excited to finally share a personal solo project I have been developing in my free time over the past couple of years, alongside my full-time work as a 2D artist. What started as a small experiment gradually grew into a playable prototype.
I’m posting some images here along with a short video that showcases a playthrough. I have also put together a breakdown on ArtStation, where I discuss the decisions behind the project.
I would also like to connect with other artists here. Feel free to follow me on ArtStation, and I am always happy to follow back. I am currently looking for opportunities as a 3D Artist. If you know of any roles that might be a good fit, feel free to point me in the right direction.
I’d love to hear your thoughts. Thanks for taking a look!
https://www.youtube.com/watch?v=qbdbV3irD_4




Replies
My only criticism is the combat animation, id like to see it a bit snappier on the timing and maybe a longer reach
Great work!
The biggest thing that jumps out to me is that everything is equal in contrast and saturation, which makes it a bit "busy". This causes a bit of visual fatigue because the player doesn't have a clearly-defined thing to focus on, and the eye doesn't have room to rest.
I keep coming back to this excellent article from one of the art directors over at Riot Games. It neatly explains how their visual hierarchy works, and why.
http://wiki.polycount.com/wiki/Defining_the_Rift’s_Visual_Style
LoL has a darker style here than you're going for, but the overall color palette makes it very soothing and pleasing to look at. Might help!