So, we have a game design, we have characters, and we have a story. Broadly speaking, these are the bare bones over which the body of the game is built. The design and story dictate to some extent the direction the programmers might take, and of course the same is true for the artistic style, which is where the job of a concept artist begins.
In this chapter, we'll explore the different parts of the art production process for Shadows on Deck, from first ideas through to implementation of the finished art. Along the way, we will encounter various problems and explore the methods of solving them, and throughout there will be lots of advice and tips about creativity and the art process in general.