Interview with Dalton Webb (Artist).

Moai interview: What were you going for when you first started making the art for Wolf Toss?

Dalton: The story here is about the big bad wolf trying to destroy the three little pigs’ houses. Angry Birds has very simplistic art. I wanted a richer artistic style, like a Warner Brothers cartoon. So even in the first art sketches of the settings, there’s a lot going on in the scenes. The initial materials and game objects were obvious based on the story: houses are built of straw, sticks, and bricks, and these are each harder to break.

Wolf Toss game play with piggy houses breaking and scoring

Wolf Toss in action

 

Moai interview: Once you choose your artistic theme and style, how do you go through the art production process?

Dalton: Well, let’s look at the wolf character. I did the original art in Photoshop, then I put each body part (head, tongue, arms, legs, torso, tail) on a separate layer, and exported these images to Flash. In Flash, I converted them to vector art, and animated the pieces together to make the wolf move, breathe, and wiggle his tail convincingly in a smooth cartoon style. Then I exported each animation frame back into Photoshop, where I made nice, crisp outlines around the whole character and turned up the color to make him “pop.” The final art asset that goes into the game is a large image with each separate frame of the wolf breathing animation laid out in a grid.

Wolf Toss animation asset

Wolf Toss animation asset

 

 

Moai interview: Thanks, Dalton - it’s cool to see the process you use to make the characters come alive!

Coming up in the next Wolf Toss Developer Diary: How a new idea becomes real.