Sprint 2
Kill Everything As Fast As Possible (K.E.F.P)
Gameplay Summary: Kill Everything as Fast as Possible is a first-person, rogue-lite boomer shooter game where you have to kill as many enemies as possible in an arena with limited time. If you die, or run out of time, you upgrade your arsenal, and then start a new run and attempt to kill more enemies than last time. .
Vision Statement: Kill Everything as Fast as Possible is a first-person, face-paced, rogue-lite boomer shooter where you have to kill as many things as possible to refill your timer. Use the blood of your enemies to upgrade your arsenal to kill enemies in faster and more brutal ways.
As the 2D artist/Flex, this sprint I worked mainly on concept art and rough sketches for enemies and UI. Firstly, this sprint I worked on our enemy concept art. The enemies I would be making would represent our 3 types; light, medium, and heavy enemy's. My designer wanted to go for a vibe similar to an anime called Attack on Titan, in the sense of their distorted body structures.
This was hard for me in a few ways. Firstly, I draw casually without correct body proportions or poses so being humanly accurate and drawing muscles or realistically was intimidating. My art style is similar to that of the cartoon called Adventure Time, which is very cartoony in the sense that it's very cute and simplistic. I tried to replicate some of the titans from the image above, but still didn't fit right.
My designer also gave specific descriptions or key features for some of these enemies. Mainly 2 different types of hand guns; a cannon/blaster and a handgun. This was also another challenge for me because I have never drawn any guns nor seen one built into a character.
Some feedback I received after submitting this canvas was that firstly, my characters were too 'cute' rather than scary or creepy which I definitely agreed with because that is just my style. I was also told to elaborate the characteristics found in the GDD.
I honed into the light enemy as my first one, but later looking back at it, wasn't made to my designers wishes. But anyways, the light enemy should be fast and attacks with melee but hits for little. With the feedback I got from canvas 1, I went more towards a skinny and long design. I tried to sketch our a similar human like stature while elaborating the rib indents and face warping. To add a bit more on a scary side, what screams scary more than scars and weird body bending.
Next was the Medium enemy which I understood similar to a sniper and made a sketch but was told to make it less normal or plain looking. This sketch ended up being scratched and replaced;
This enemy was written to shoot the player from a distance and will move towards player to keep proper distance. Once the player is close enough it will melee. For this design, I again tried to draw anatomy but failed. I went more for a buff prisoner kind of vibe for the design. I added some descriptions and key details I wanted to keep on the design for when it gets modeled. Including chains on wrists, a gun with a flash built in to replace a hand, body plates, scars, and no shoes.
Lastly was the heavy enemy. The GDD described it to shoot at the player from a distance and will move to get in sight of the player and will melee. The only difference from medium enemy is the amount and size of projectiles. My first draft i based off a chainsaw killer or a killer you would find in the game Dead by Daylight. I made him similar to a football player physique with both hands turned into a double shooter run and the other a smaller SMG like gun with a blade around it.
Some feedback I got related to make it similar to Roadhog from Overwatch. I interpreted this to make the character bigger and have larger guns. I jokingly added a cat for the head because I wasn't sure what I wanted the design to be but was told it was ok to leave it.
Next, I worked on UI relating to the Pause button mid game. My designer made me a reference that he made with Canva. I tried to copy the design and do some tweaks. While I was messing with the corners of the button, I had an idea of what if I made them into bullets since this is a shooter game. Feedback from my designer said he liked the first sketch based off the reference he made, but instead have the corners straightened.
Another UI I worked on was the headshot icon. This would appear when the player landed a headshot on a enemy. I searched on Pinterest for an idea I had and wanted a reference but couldn't find one. I was thinking of doing a common hunting prey like a wolf or rabbit with a arrow or bullet through but once I sketched it, it felt too too much as an icon that would appear constantly if the player landed headshots. I ended up going with a dummy like head outline with a bullet going through it. I added a bullet behind the head with a trail of blood. I also made a second variant without the bullet just in case. I am really happy with how this UI came out.
I then worked on the kill counter UI. My original idea was to make a body tower/stack but wasn't sure how to go about drawing that without drawing too much detail and making shapes to obviously make it look like bodies. When I think kills; usually I think headshots which lead most of my concepts being related to skulls. I also had a concept of a few sculls stacked on each other in a pool of blood which my designer liked, but suggested it to be more gore. I tried to study a human skull and tried my best to replicate it but never came out right. I am proud of the outcome and my designer liked it, but would like for me to remove the cracks.
Lastly, I worked on concepts for the players loadout. For this, I referenced a few different games and mini game I found on roblox. Roblox really helped me because the loadouts had to be simplistic for a roblox game which was perfect with how I wanted the Icons to be. I sketched out 4 options for my designer to pick, and ended up settling on option 3 but just remove the side arrows.