Level Select Background Brief

This page outlines making a higher detail background image for the level select screen for the Bindmancer.

Design Aspects:

Include in the image:

  • Colors: Purples, Reds, Pinks, Blacks, Dark Blues, Bright Orange and Yellows for windows and glows.

  • Materials: Stonework, Crystals, Mechanical Gears and Machinery, Statues of prisoners and cultists.

  • The Tower in its entire length in the middle of the image.

  • An entrance at the bottom of the tower, including a pit and bridge.

  • A foreground and background of mountains surrounding the tower.

  • A skyline and moon

  • Clouds behind and in front of the tower.

  • The sky and stars at the very top of the tower.

Don’t Include:

Elements that would be moving quickly if the image wasn’t still: ie:

  • No lightning

  • No Fire

  • Mo Liquids crashing against rocks. (like water)

These elements wont look good in an image that’s still, but being scrolled up and down as levels are selected.

  • Any living creatures or beings.

The Towers Design:

The dungeon tower acts as a visual metaphor for what’s inside of it and the dangers that escalate as the tower is climbed from Level to level.

From the bottom of the tower to the top there are the following elements:

How it’ll look in-game:

This background art sets the color and mood of the level select screen.

UI is overlaid to display information and access to each level of the dungeon.

As such: detail in the image should be focused on the tower.

The rest of the image for the most part is hiding behind UI buttons and screens and doesn’t need to be as detailed.

Final Export Size Dimensions

The image has to be displayed in 2k resolution lengthwise. Meaning the total size of the image should be:

  • 3000 pixels lengthwise

  • 3500 pixels High

With the tower in the middle of the image.

Export Layers

With exporting just a few separate layers, the illusion of camera movement can be given as the screen scrolls up the length of the tower as the player progresses from dungeon floor to dungeon floor.

Exporting light glow as a separate source also allows for these to flicker and change their intensity of glow.

The layers exported should be in order of closest to furthest away

  1. Some foreground clouds

  2. The light glow coming from windows and light sources from the tower.

  3. The tower and “Ground” of the image.

  4. The background sky

 

Art assets from the game:

 

Artistic Examples: