Juanpablo Castromora's profile

Luminia- Concept Art for Top- Down Videogame

Luminia es mi  proyecto de graduación para el grado de Licenciatura en la carrera de Animación Digital en la Universidad LCI Veritas. El proyecto esta compuesto por artes conceptuales, diseñado para crear secciones de un videojuego de aventura/fantasía en una perspectiva Top-Down, con el propósito de producir, en el futuro, variantes utilizando el material creado. O sea, se busca sentar las bases para un mundo donde otros estudiantes puedan contribuir creando objetos o personajes adicionales para enriquecer dicho mundo, o expandir y complementar con sus respectivas habilidades y destrezas.
Todo lo presentado en este proyecto es de mi propia autoría. 

Luminia is my graduation project for the Bachelor's degree in Digital Animation at Universidad LCI Veritas. The project is composed of conceptual art, designed to create sections of an adventure/fantasy video game in a top-down perspective, with the purpose of producing, in the future, variants using the created material. In other words, the goal is to establish the foundations for a world where other students can contribute by creating additional objects or characters to enrich that world, or expand and complement it with their respective skills and abilities. 
All presented in this project is my own work.
Para el proyecto se presento:
- 1 premisa narrativa para  la historia el videojuego
- Propuestas de mecánicas
- Artes conceptuales para 2 personajes
- Artes conceptuales para 3 ambientes
- Artes conceptuales para 8 objetos utilitarios
- 1 guía visual de apoyo para darle continuidad al proyecto.

For the project, the following was presented:
1 narrative premise for the game's story
Proposed mechanics
Concept art for 2 characters
Concept art for 3 environments
Concept art for 8 utilitarian objects
1 visual guide to support the continuity of the project
El proyecto comenzó con un idea sencilla: Un personaje que habita un mundo de personas y creaturas miniatura dentro de un gran bosque de escala humana. De esta idea nació esta imagen y una premisa narrativa de la cual se partió para desarrollar los artes conceptuales. 

The project began with a simple idea: a character who lives in a world of miniature people and creatures within a large forest of human scale. From this idea, this image was born and a narrative premise was developed from which the conceptual arts were developed.
Luminia is a small yet grand world composed of tiny villages hidden among the lush trees of an enchanting forest. In this realm, the Lumins, beings similar to humans but miniature in size, coexist harmoniously with a wide variety of plants and fantastic creatures, where the natural intertwines with the extraordinary. The Lumins are creative, friendly, and hospitable, so creating a sign, engraved and adorned on stone, was considered a good starting point to bring the atmosphere of Luminia to life.
Every corner of Luminia showcases the skill and ingenuity of the Lumins. Utilizing the natural resources of their environment, they create machinery, structures, and enchanting spaces that inspire creativity and well-being. In each village, secrets and surprises are revealed, fueling the curiosity and adventurous spirit of its inhabitants. The environmental design in Luminia should reflect the values and creativity of the Lumins. Therefore, this quest focuses on imagining solutions that the Lumins would devise for their needs, reflecting their respect and love for their surroundings. The Lumins extract natural pigments from fruits found in the forest to decorate their homes.
A sinister substance, similar to a dark rubber, has begun to appear in different areas of Luminia, spreading and corrupting everything in its path. This dark phenomenon has disturbed the harmony of the villages and transformed the wonderful spaces into gloomy and threatening places.
In the deepest, most hidden depths of Luminia, lives Sylvan, a young adventurer and ingenious individual. His dwelling is a cabin built with his own hands, crafted around the trunk of a tree, atop the cap of a large mushroom, in the center of an abandoned human well. 
In this Image, the goal is not only to visualize Luminia in general terms but also Sylvan's home, the main character. To maximize the uniqueness, ingenuity, and adventurous spirit of Sylvan, he has managed to build his cozy abode where only the most committed Lumins would do so, driven by their spirit of creativity, discovery, and love for beauty.
PERSONAJES / CHARACTERS
Sylvan is a brave and adventurous young man who is unable to stand idly by in the face of the threat to the peace and tranquility of Luminia. Sylvan shares his life with Lyra, a small, charismatic, and prudent bloomgon. Bloomgons are creatures half plant, half dragon, abundant in all the villages of Luminia.
With Sylvan, the goal is to convey a personality that combines kindness and bravery. However, it is essential to highlight that in the world of Luminia, creativity and good taste are highly valued and considered honorable elements. In this context, it is essential to carefully select Sylvan's attire to reflect his adventurous spirit, originality, and unique style. Thus, the aim is to emphasize that Sylvan is not a common Lumins in Luminia but a unique and outstanding character in the game.
Lyra complements Sylvan in several aspects. Her role is to be protective and helpful. Here, the direction was to use shape and color to highlight and emphasize this concept of complementarity. The choice of an almost square silhouette seeks to convey stability and strength, in contrast to Sylvan's more dynamic silhouette. The soft element of the petals falling over her head and body hides a hard shell, aiming to combine symbols of strength and delicacy. This represents Lyra's character, whose strength is more oriented towards protection than aggression. These visual elements are not isolated from the game mechanics. The proposal is that Lyra uses mysterious resources that sprout from beneath her plant cover to provide solutions and help Sylvan.
La propuesta es que Lyra utiliza misteriosos recursos que brotan debajo de su cobertura vegetal para proporcionar soluciones y ayudar a Sylvan. En el ejemplo vemos a Lyra utilizar una especie de tentáculos vegetales que brotan de debajo de los pétalos y funcionan como piernas para cruzar con facilidad un río. Todo buscando potenciar los conceptos base propuestos.

The proposal is that Lyra uses mysterious resources that sprout from beneath her plant cover to provide solutions and help Sylvan. In the example, we see Lyra using a kind of vegetable tentacles that sprout from beneath the petals and function as legs to easily cross a river. All aimed at enhancing the proposed base concepts.
AMBIENTES / ENVIRONMENTS 
Al construir la vista Top-Down se comenzó por establecer los elementos centrales, como la casa y su entorno, para definir la escala y distribución del espacio transitable por los personajes. A partir de aquí, se agregaron detalles para reforzar el concepto de calidez, paz y tranquilidad y la belleza distintiva de Luminia, buscando que a futuro el choque y la indignación del jugador sea más contundente cuando se enfrenten  a ver los ambientes contaminados por la corrupción. Se añadieron rótulos que también cumplen la función de orientar al jugador. Cabe destacar la importancia de las flores, como el elemento a través del cual podemos orgánicamente incluir la paleta que evoca nostalgia en el ambiente.
When building the Top-Down view, we began by establishing the central elements, such as the house and its surroundings, to define the scale and distribution of the space traversable by the characters. From here, details were added to reinforce the concept of warmth, peace, and tranquility, as well as the distinctive beauty of Luminia, aiming to make the player's shock and indignation more impactful in the future when they face seeing the environments contaminated by corruption. Signs were added that also serve the function of guiding the player. It is worth noting the importance of flowers as the element through which we can organically include the palette that evokes nostalgia in the environment.
In this space, it is perhaps most evident that it was determined that the objects created by the Lumins would mostly consist of soft shapes, as a tool to convey the reliability and warmth inherent in their culture.
For the interior of the house, not only narrative aspects were considered, but also object mechanics. The objects in the house were created with possible uses:

The wardrobe as a place where the player can change clothes,
The chest as a place to store collectible objects,
The bed for sleeping and restoring energy, and
The kitchen for creating dishes that help restore the vitality of the characters.

There are also elements that point to the presence of humans in the world. On the other hand, plans, tools, baskets, a library; although perhaps not interactive, they allow us to imagine what a normal afternoon between Sylvan and Lyra could be like. All these details shape the world and help establish parameters to let the imagination soar to what other stories could unfold within Luminia.
The conceptual art of this environment aims to showcase a space that was obviously created by the Lumins for their recreation, which, due to corruption, has become a dangerous and uninhabitable place.
Elements were incorporated that demonstrate the adaptation of human objects, along with constructions that reflect the creativity of its inhabitants.
Sharp elements were added to the corruption to create a contrast with the typical soft forms of creations in Luminia. These elements obstruct transit areas, contaminate elements such as water, and stain the details that the Lumins have so carefully created.
OBJETOS UTILITARIOS / PROPS
Se tomó la decisión de desarrollar objetos utilitarios relacionados a las mecánicas de progreso ya que en el desarrollo de los mismos también favorece el establecer los posibles desafíos que los jugadores enfrentan y las posibles soluciones a estos; que es en gran parte la esencia de un juego de aventura. 

The decision was made to develop utility objects related to progression mechanics, as their development also helps to establish the possible challenges that players face and their possible solutions; which is largely the essence of an adventure game.
As a revitalizing item, an edible seed was designed to reinforce the idea that they get everything they need from their environment.
The heart icon was used, as in many video games, because it quickly communicates the attribute of vitality and can be perceived from a Top-Down view.
The energy seeds enable Lyra to activate her special abilities. These seeds provide her with the necessary energy recharge when it is depleted.
Their color is fluorescent green since it is commonly associated with the concept of energy and helps the player quickly identify this object within the scenarios.
Throughout the world of Luminia, there are chests with items and surprises.
This type of object reflects the playful and creative culture of the Lumins. In the adventure, Sylvan and Lyra will find in these chests elements that will help them progress in their adventure and other times a collectible item.
The sticky gloves allow Sylvan to climb places he normally couldn't.
The top is adorned with a red element that both in shape and color connects with his iconic cape. This enhances the perception that these are not just any pair of gloves. They are Sylvan's sticky gloves.
The grappling rope allows Sylvan to pull objects from a distance.
Both the rope and the glove highlight the fact that the central characters are miniature and have limitations due to their size to reach objects and access certain places; however, they cleverly solve these challenges.
For the lamp, dark and desaturated tones were chosen for the structure to highlight the luminosity of the incandescent mineral inside. Care was taken to make it noticeable that it is made from elements extracted from the forest.
This is the fundamental tool for Sylvan in his confrontation against corruption.
With this, Sylvan extracts the luminous nectar from the plants and, by expelling it onto the corruption, it dissolves.
However, the nectar in the tank depletes, requiring constant recharging.
Narratively, this element serves as a symbol of the relationship between Sylvan, his creativity, and the surrounding environment.
Since he has created a weapon to defend his beloved home, and this depends directly on the environment to function.
Finally, a traditional shield that helps defend Sylvan from the random eruptions of corruption and attacks from creatures affected by it.
The same shape present in the gloves is repeated, making it an emblem on some of Sylvan's belongings, which continues to strengthen his visual identity.
Finalmente también hice un video corto para presentar el proyecto. 

Finally, I also made a short video to present the project.
¡Gracias por su tiempo y atención! 
 Thanks for your time and attention!
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Luminia- Concept Art for Top- Down Videogame
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Luminia- Concept Art for Top- Down Videogame

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