Friday, May 24, 2013

Future Monopoly Houses.

 One rule that ran through all the Monopoly pitches I've worked on was that all of the building designs had to decrease in oppulence and size as you make your way around the board away from the Boardwalk. In addition, the designs had to work with the game mechanic of filling a property with houses until the player upgrades to a hotel. Each rectangular property was split into 4 even pieces and each building had to fit in one of the quarters. Other than just vertical scale, the number of levels to the house as well as the inclusion of porches and patios were used to show wealth. One of the ideas put forth early in conception was the idea that plant life was a precious commodity in the future and so only the richest people have yards and foliage on their property. To fit with our modular design style, we designed all our buildings as fully self-contained terrariums.  To create a little variety over the course of eight designs, I ended up putting little gardens and grottos on different floors to vary up the design.

Wednesday, May 22, 2013

Future Monopoly


 Corner to Corner - "Free Parking" to "Go to Jail"

Houses and Hotels

A few years back, I got the chance to work on a couple of themed Monopoly projects for EA - a futuristic monopoly, a world cities monopoly, and a Nintendo monopoly. The schedule was very intense, but luckily, I did not have to split my time with any other projects, a rarity at BrainZoo. The client wanted a futuristic take on Monopoly City referencing retro and art deco scifi styles to create a very fun and family oriented atmosphere. This was awesome and had plenty of source material, but extremely difficult as well in that several fantasy films had recently come out utilizing that same style. Finding our own niche without looking like "Meet the Robinsons" or "Robots" was not easy. In the end we settled on a Cloud City/5th element approach. Since the game was not designed to have an open world exploration approach, but rather a turn based progression from street level, from property to property just like the board game, we looked for ways to make the world feel bigger. By placing the world in the sky, we could show other possible game levels in the distance and thus, part of a much more expansive world. By making the streets see through, we could show that Monopoly City itself was merely the top of some unknown quantity of levels. A theme that came up a lot as we designed was the idea that Monopoloy City continuously expanded, unfolded, and evolved. A lot of the  building structures are very modular for that very reason. Small things coming together to make large things. More to come soon!

Sunday, May 5, 2013

Needs lens flare!

It's been a while since I finished this piece, but I always thought it was missing something. I don't usually put in lens flares to my artwork, but after looking at some the awesome work done for Halo 4 and Dead Space 3, I had to put one in.