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Wheel World: Early Exploration

One of my favorite parts of game development is the initial exploration to check what visual style best fits the vision. Such a discovery process. Most of this stuff has little to do with the final result, but really enjoyed doing it. It was by the final image where it started to click (c) Messhof and Annapurna Games

Early exploration with a sharper, wackier vibe, with a more grim palette.

Early exploration with a sharper, wackier vibe, with a more grim palette.

Initially there was some focus to explore a more sci-fi and toxic vibe to the world. The idea of the futuristic city remained for the whole project, but just in part.

Initially there was some focus to explore a more sci-fi and toxic vibe to the world. The idea of the futuristic city remained for the whole project, but just in part.

More exploration with sharp shapes.

More exploration with sharp shapes.

An idea for a final encounter race inside a caldera.

An idea for a final encounter race inside a caldera.

Trying a more realistic and sober Asian city vibe.

Trying a more realistic and sober Asian city vibe.

This more "fantasy" vibe sprang from the game's working title "Bike Zelda" and became the first time the art direction really clicked thanks to the outline and color, inspired by vintage tourism postcards, planting the seed of the final game.

This more "fantasy" vibe sprang from the game's working title "Bike Zelda" and became the first time the art direction really clicked thanks to the outline and color, inspired by vintage tourism postcards, planting the seed of the final game.