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Alex Kanaris-Sotiriou
@kanaratron.bsky.social
Creative Director @ Polygon Treehouse (Mythwrecked & Röki) • BAFTA Breakthrough 2021 • BAFTA Games & The Game Awards nominee • Industry speaker • He/him
3.7k followers941 following2.8k posts
AKkanaratron.bsky.social

Creating flexible layered key art that can be used at (many) different aspect ratios & sizes is a fucking mission...

A collage of all the variants of the Mythwrecked key art, they are all different aspect ratios
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AGsleepingpanda.bsky.social

capsule art is sooo important and so time consuming at the same time iteration is key and worth it in the end great job you did there! thanks for sharing!

1
AKkanaratron.bsky.social

...this was the template we distilled for the background. To make sure we could consider the compositions when cropped/extended to different aspect ratios. (And dear reader, there are A LOT of different variants you'll need)

A rough annotated drawing divided up in green lines.
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Ljhonatanlechar.bsky.social

Thanks for the thread! This is super interesting! I want to do one of these for a game someday, so it's awesome to see the thought process! :D

1
Hhyabm.bsky.social

I used to do that at work any time one of our games had a major update, some key art can get so complex to adapt!

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AK
Alex Kanaris-Sotiriou
@kanaratron.bsky.social
Creative Director @ Polygon Treehouse (Mythwrecked & Röki) • BAFTA Breakthrough 2021 • BAFTA Games & The Game Awards nominee • Industry speaker • He/him
3.7k followers941 following2.8k posts