Tiny Q&A: Lock’s Quest and producing artwork for DS, Part 2

Here’s the continuation of our interview with Jeff Luke, designer and art manager with 5th Cell. In this segment, Luke talks a bit about the art style used in their innovative DS strategy game Lock’s Quest.
Tiny Cartridge: Were there any art elements at all that were carried over from Drawn to Life? Do you have a library of grass, for example?
Jeff Luke: No actual pieces of art were carried over from Drawn To Life to Lock’s Quest, but we definitely borrowed from the style and color palette. As far as libraries of art goes, we really only have the assets from each game we’ve worked on. We try to make the most unique art we can for each title so that way there’s no real confusion.
What comes first, the character art or the sprite? Were any characters changed because their appearance in character portraits looked weird in sprite form?
Someone usually makes a sketch of a character at first and then samples are worked on in sprite form. With Lock’s Quest, we had concept art for each character that actually turned into the chatbox portrait, with some modifications. When changes were needed, it was easier to tweak the portrait then to request brand new sprites and animations for a character .
Is there an overall color theme for Lock’s Quest, and does it differ from Drawn to Life? I noticed that both games had a lot of similarities in the color scheme, but LQ had more brown and grey (for obvious reasons).
I’m really glad you picked up on the color scheme similarities of both titles! We definitely wanted to borrow that really charming feel of that Drawn to Life had. Bright and vibrant colors, giving it that almost dream like appearance. With Drawn to Life, we wanted over the top brightness and lots of contrast. Even in some situations we had conflicting colors just to make you notice certain things. It definitely had a more over the top cartoon feel to the color palette. We wanted to keep that same art standard and quality when creating the assets for Lock’s Quest, but we also wanted to make it feel more grounded to earth. We felt that these more natural tones would help bring out the important parts a bit more as well as giving it a bit more of a mature look.

Does the style of art used influence the game, or is it more the other way around? Are certain types of games better-suited to 2D?
I really think it just depends. With Drawn to Life, we had a specific art style in mind; something charming and fun and very friendly. This resulted in a game that was easy for a younger audience to pick up, yet still fun for an older audience as well. With Drawn to Life, it was a game about making art so we wanted the rest of the game to look as gorgeous and welcoming as the art you yourself created. I think that to an extent, art will always have a bit of an influence on what the game is exactly, but at the same time, when creating the game idea, it usually has some influence on the approach you end up taking with the art. It’s really a mixed bag. They both influence each other in the end, sometimes one side more than the other.
As far as certain types of games better-suited for 2D. Well, I’ll be honest, I’m a bit biased. I grew up playing Mega Man and Blaster Master, so to me, the platformer genre fits best on 2D. I feel like a limitation in graphics gives the player a bigger chance to use their imagination and fill in certain “gaps”. I think a lot of games are lacking in that nowadays because the graphics give you all of the information you would ever need. When games start to take that approach towards total realism, it just ends up becoming an interactive movie instead of a story that you get to be a part of. I remember being young and some of the sprites in older games were ambiguous so they really gave you a chance to just make your own interpretation on exactly what that enemy was. I feel like imagination is just as important in a game as gameplay. We get mail from kids who play Drawn to Life and they are just writing us stories about Baki’s or other random enemies and characters in the game. Seeing that makes me feel like we’ve made something that will stick with these kids like playing Super Mario Bros. 3 did for big kids in the 20’s to 30’s now. So, to reiterate, platformers should stick with 2D. There’s still a whole world that is waiting to be discovered.
Thank you for this opportunity and all the support!
Thanks to Jeff and to 5th Cell for the time and the consideration!
tags / drawn to life / 5th cell / interview / jc / lock's quest















