The second round of sketches from my previous post really resonated with the EA team, but they did notice that the tetrimino shapes had taken a little bit of a back seat to the Russian motifs. They asked us to see if we couldn't make they're presence a little more even. They definitely had a point. We needed to make sure that no matter where you looked in the game, it was obvious you were in a Tetris inspired world.
It's amazing how despite using the same template, the two sets of color ideations I got to create turned out so differently. We kept the same architecture and general shapes, but with just a color change and a few other element changes, we got something so much different. After working with a super limited palette (above) that was very beautiful and in my opinion much more Russian, we had to come up with something that felt like we were taking it in a substantially new direction, but with the same stuff. Above, we gave everything a very hard, edgy look that was supported by the limited color palette and a liberal use of black. Below, we introduced a lot of organic and verdant colors which made things feel a bit softer, although we didn't round the edges at all. We also squashed the castle a little in the wide shot and thickened up and simplified the fields of blocks. The winding river adds a lot of playfulness too. Naturally, the playful child-like character adds a lot more levity than the animal spirit character from above.