tag:blogger.com,1999:blog-1744704384358471666.post2887968054777255900..comments2023-07-01T09:59:42.432+01:00Comments on D R Designs: Warbreakers - Branding and BlockoutsUnknownnoreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1744704384358471666.post-15938629209842203362012-11-02T12:47:51.953+00:002012-11-02T12:47:51.953+00:00Good stuff, Dan - but a few things to keep in mind...Good stuff, Dan - but a few things to keep in mind - right now, you've got two different canvas sizes for your blueprint design sheets - this may just be because you're working speculatively, but you need to identify a single page-size format, and use it religiously - bring some rationalisation to your workflow. Certainly, when you ready your presentation for your interim crit, I want you to treat that as a launchpad for your game 'Grand Stratagem' - everything about your presentation for that interim moment should be 'about' your game idea and world. Think of it as a branded pitch seeking to excite... In terms of your blueprints too - perhaps you need to think of them as 'antiquated blueprints'?<br /><br />http://www.duartcapital.com/images/old-blueprint.jpg<br /><br />http://s4.hubimg.com/u/4929275_f260.jpg<br /><br />(I.e. a bit more beaten up, washed out, crinkled, stained, and more handwritten notes and typographical elements?)<br /><br />Also - I just saw this 'extruded' blueprint using a real object, and I'm wondering if you could adopt something similar to transition between the flat world and the cgi world?<br /><br />http://media.techeblog.com/images/blueprintart.jpgtutorphilhttps://www.blogger.com/profile/11842833126210822641noreply@blogger.com