Cabin Interior Final

… until the inevitable tweak down the road perhaps.  😉

This is the biggest, most involving piece of pixel art I’ve ever executed.  Having finished it, I’m in awe of the people who can crank out images of this quality (and often far, far better).  If you want to see what I mean, check out Pixeljoint and browse through the weekly showcase and hall of fame.

The purpose of the cabin is for the player to walk between rooms, using the computers or holotanks available to manage finances and inventory, plot new dig sites, and other administrative-type tasks.  It will be the player’s entry point into the game, as well as an anchor between maps.

I like this interior, and I learned a lot drawing it.  Its function in the game could have been carried out by something as simple as a vignetted menu, but recognizing that it’s the sort of screen that a player would spend a lot of time staring at as they ponder decisions, it seemed fitting to make it a feast for the eyes.  One thing I definitely want in The Salvage is to give the player opportunities to pause and simply observe the game world, to appreciate the aesthetic and the atmosphere.  I find most games make a habit of rushing the player past every piece of beauty that an artist, designer, or programmer has spent so long crafting.  It’s as if the producers assume their audience is plagued with ADHD, that the scenery must be constantly wrenched away and replaced with new eyecandy for fear of the player getting momentarily bored and deciding to take a bath.

To get a better look at the various gubbins I’ve crammed into this piece, take a gander at the scaled up version.  Makes a nice desktop wallpaper too.

Below I’m re-posting some of the concept sketches that led up to this final piece.

  1. Looks magnificent. Are you planning to animate it somehow? (Like the hologram?)

    • The hologram is a place holder / mockup, in the game it would be an interactive display.

    • Ben
    • April 14th, 2011

    Hey Pete,

    It’s lookin great. Have you condsidered letting the human out of the avatar while in the cabin? It would add a bit more character dimension by reminding players that it is a human. It could also be an excuse to speed up movement throughout the cabin.


    • Woody aka Ghidorah
    • April 6th, 2012

    This is one of the most amazing things I have ever seen.

  1. February 15th, 2012

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