
Some scenes were a lot more complicated than others, such as the one below going from.

I have to stress that it's important to take a few days to experiment with different art styles until you have a general idea of what you're going for. It'll save a lot of time further down the line! After I reached a result I was happy with, I felt a lot more confident about being able to create the art for the game.Īs I created more scenes, and improved my style and technique, I came back to it and gave it a much cleaner and crisper look! I experimented with a lot of techniques on it. Sometimes it was a hunt for a specific location such as a cliff or an ancient sanctuary, and other times by not being rigid in my art direction plans, I was able to weave into the game amazing places that I had no idea existed. I had a loose plan of how I wanted the game to flow and what the four areas would be like. My design process has always been very relaxed, evolving both the design and art as I go along, by instinctively trying to get to a point of what feels right. As a cat you are shrinking so everything appears bigger, as a bird you are able to fly and reach parts that are not reachable in other forms, and as a fish you are underwater! By having these transformations I created a multi-layered view of Panmorphia. Human for Fire, Cat for Earth, Bird for Air and Fish for Water.

Your ability is to manipulate the four Aristotelian elements and transform yourself into the animal that best represents each element. In the game you are playing as a sentinel that is called to the land of Panmorphia. For me it was basically taking many photos, and then manipulating and blending all of them together in Photoshop to stitch the scene that I had in mind. Once I was happy with the overall composition, I applied many filters and effects to tie it all together and also give it a more saturated and warmer look. The technique I used for that art is something called Digital Matte Painting and there are many wonderful tutorials online. Places in Cyprus that are featured in the game. It definitely was an adventure in itself.

Over the next couple of months, I travelled around Cyprus taking photos and refining the Game Design. I discovered a lot of places that I hadn't even dreamed they existed on the island. It wasn't until I went on a trip to Tzelefos Bridge in May of 2013 and came across this tree that the urge solidified, and I was inspired to create Panmorphia. Having recently become aware of tools such as Corona SDK & GameSalad that helped non-programmers such as myself make games, I began to toy with the idea of making my own point and click puzzle / adventure game. I had been itching to get back into games for years. Work was tapering off due to the then recent economic crisis in Cyprus.

I still remember very fondly the incredible rush of seeing people be so happy playing them - just as much as I enjoyed playing games growing up.įast forward to quite a few years later and two degrees in Architecture, it was 2013. This combination of playing games, overseeing quests by our staff and members, and filling the schedule with Quests of my own, when needed, was a great learning experience. It was a front row seat at observing what our members responded to and which quests they enjoyed the most. My avatar is in the upper row, second from the left.Įvery weekend as part of our event schedule, we had small point & click adventures or Quests as we called them.
