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The viking village line art and isometric concept belong to the same production line as Bubble Quest of Vikings, for which the team delivered concept art alongside characters, environments and UI. Concept art was also produced for Wild Rage and Wave Master. The casual character cast - fisherman, grandad, boy, girl, captain - is shown without its title.
Because a casual game's characters have to work as a set: shared proportions, one outline treatment, palettes that sit together on screen. Concepting the fisherman, grandad, boy, girl and captain together fixes those rules once, so production can add characters later without drifting from the style.
The line art is the layout stage - building placement, paths, scale and where props go - approved before color is invested. The colored isometric concept is the production reference: palette, material treatment and prop callouts the environment team builds from. Both are delivered; the line art is where layout changes are cheap.
Yes. Style exploration starts with several directions on one subject, narrows to one, and is documented as an art bible: shape language, palette, outline, lighting and level of detail. For Wild Rage the team ran the full art direction, from concept through characters, weapons, props and environments.
Yes - concept and production sit in one studio, so the sheet is written for the artist who will build it: turnarounds for characters, callouts for props, layout notes for environments. That is why Leon's and Bean's sheets include prop breakdowns, not only the character pose.
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