OpalSys

Prototype v0.85-1 DN

Synth extranth // Anarchist system


vectorpoem
@vectorpoem

covid + isolation has broken my brain so i wanted something comforting yet totally undemanding yet vaguely productive-feeling to do at the computer for a bit. i've been compiling an archive of all the background art from LucasArts adventure games (1987-2000) and it's interesting to watch things evolve. tools got better, color palettes and resolutions got larger, and of course at the end of the 2D era the concept of "background art" faded away more or less entirely.

one thing that's very apparent from the earlier games is that every pixel was considered much more carefully - you had fewer of them to work with, sure, but more significantly tools being more primitive it was harder to place (and change your mind about!) each one, and the way you constructed a scene in a program like Deluxe Paint - shape and line drawing tools, gradient fills, the smear and smooth tools, color cycling(!) - was generally pretty different from what it feels like to sketch out and add detail to a background with non-digital media. looking at an EGA or early VGA (eg the Zak or Last Crusade FM Towns versions) background you can sometimes almost reconstruct the process the artist went through to create it in Dpaint.

Monkey Island 2 was a turning point of sorts - the first 256-colors-only production whose art pipeline leaned hard on scanning in drawings (marker and colored pencil, i believe?), with absolutely gorgeous results. from that point it seems like approaches diverged quite a bit: a game's art style determined how much its pipeline favored traditional media, early digital painting, 3D rendering or a combination of those. what's cool is that you can sometimes track the trajectories of specific artists within LucasArts getting better at their craft and trying out new techniques, and more generally see the state of the art develop. for a while this was some of the prettiest stuff you could see on a computer screen anywhere.

and if you grew up playing these, it's also just a warm bath of comfort. some of this work is still absolutely stunning. so yeah if i can scrape together a more or less complete archive of all these, i might make a bot that posts one lovely little world per day.


belarius
@belarius

One of the creative liberties this approach allowed was radical distortions of scale and perspective. The illustration priorities felt more "picture-book" than they did "matte painting," and because the adaptive-scaling pixelated characters characters didn't blend at all into this soft aesthetic, more priority was placed on the feeling that you were watching a story being told than that you were 'inhabiting a world.'


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in reply to @vectorpoem's post:

thanks friend! the EGA Loom backgrounds for the Shepherd's area are among my favorites out of this entire data set... the misty hills remind me so much of Marin on a hazy day, and i imagine Mark Ferrari looking at them for inspiration or reference from the LucasArts office in San Rafael when he painted them.

there are no stylistic dead giveaways but yeah it's probably either purcell or peter chan. iirc chan did the lion's share of the monkey2 background drawings. James Alexander Dollar and Sean Turner are the other two people credited with background art on monkey2 and i know hardly anything about their work.

purcell actually did some great work in the EGA era, the "wailing distorted faces of the tormented" bit from the underground lava entry in monkey1 is so obviously a purcell-ism. given how accomplished an artist he is in other formats it's especially impressive that he was also doing such strong 16 color Dpaint work at the turn of the 90s.

A random recommendation, but Bitmap Books released a book a while back about the art and design of adventure games and it's a really lovely collection of hi res versions of cutscene and background art across the decades, some great interviews with the Devs/artists too. Really worth checking out for any fan of the incredible art these games had.

https://www.bitmapbooks.com/products/the-art-of-point-click-adventure-games

That bot sounds like a great idea too, btw. Sometimes you just don't realise how stunning these backdrops are when you're focusing so hard on the actual game parts.