Tuesday, 19 June 2012

[DAY 18] [DEVELOPMENT] Completing the Comic (Overview)

With everything added and sorted on the comic, I'm very happy with how it all turned out. Not only has it been a hard job, but it was nice to see it all completed in the end, and all ready for people to go through it and read it. I have tested the comic on many people who were willing to go through it and really see it for themselves. I asked for their opinion and what they would like to improve it. (Which will be explained in each section.)
I will go through each and every piece of the comic, from the Menu page down to the last options of the comic itself, because I think it all deserves an update of how things progressed and how they work.

----------------------------------------------------------------------

The Menu
Originally, the start of the comic (or the menu in this case) was just going to consist of a 'Play' button and a loading screen, where you can just straight read through the comic, with no extras as such. Instead, I added life to the comic, adding options where you can browse through character descriptions and details of how the story came to be. As said before, the way the links are presented was inspired by website layouts, and how they attract people to click on them, because of their animations. However, the loading bar which I really wanted to include was taken out of the plan all together. Because I had the bulk of the comic finished already, I felt that it would have been silly to replace a bunch of coding to a page above or such so that I could fit the loading page in. (I'm very disappointed it never came to be.)
The background was really inspired by game Menu's, and how they use gorgeous animations to softly grasp the players eyes, and make them feel like they should explore more (unfortunately the animation isn't interactive, but it would have been nice to be able to click on it and it maybe stop glowing and such).

  

Character Description Overview;
With this page, I wanted the layout to be as simple as possible, because a lot of distractions and animation happens in the comic itself, so it's more of a breather. The black and white links on the side, naming each individual character, are the links to the information, which pops up when ever you select them (hovering over these links turns them the opposite colour). When clicked, an animation of the character appears, as does a wall of text, giving you detailed information about the character and how they are in the real world.
The most common feedback I had for this was that the layout was not to peoples tastes, it was very 'slap dash' and really needed a bit more detail to it. However, people complimented the animation of each character popping up on each page, illustrating who they are with their description. (I realise I should also state the person's name, whom you're reading about.)
This page actually had more meaning to it, like the 'Story Description' page I'm going to go through in a moment, I was going to do voice overs for the text, making it more fun to read. Unfortunately, it couldn't be done because of the lack of working equipment and time.

 

Story Summery Overview;
Unlike the 'Character Description', the Story Summery page really has quite a lot of text on it, which people complimented that there wasn't much on there in the first place, making it seem like a digital story they were browsing through. Originally, I was also going to do a voice over for this as well, but all failed and it was never added. 
I think having this page is a great idea, because people would be quite confused as to how Huppel, the main protagonist, found herself dead and walking through Death's lair. In my opinion, back story is key to having a great base for something. Having no back story never really explains a characters reason for being who they are or why they're in the position they are in the first place. It's all so complicated, and a lot of research is involved for it, but very worth the aggravation.
The page is simplistic, however they layout is different, and very broad, making the text more spread out on the page for the reader to gaze through, and get a great grip on how this story came to be. I found it hard to actually think of something for the 'Present Day' link without actually spoiling the story for the people who haven't read the comic already. What I did instead was link that link to the comic itself, starting the comic and heading into the then and there moment of the story.

  


----------------------------------------------------------------------

The Comic
Extremely intimidating this comic seemed when I first approached the idea of it, but I was out there and willing to go through it to see the final outcome. There was so much I left out, and many things were left untold, which I wish I had added in. However, I could not find the time to complete them, so found alternatives to make the story still make sense, not trailing off to the ends of the earth not explaining itself. In total, there is 128 images which were added into the comic, however all are sketches and quick colouring to manipulate the style of Nawlz, one of the most inspiring interactive comics.
One of the biggest flaws people complained about was the 'Continue' button, which near enough appears on every page you see. I found that people were more attracted to moving images, and animated titles then pressing continue frequently to progress further and further into the story. (I added the 'Continue' button so that the reader wouldn't get lost from what was happening in the story. However, they did the opposite effect and was wanted out of the comic so that more story could flow in to them.)
I have learned a lot from designing this comic, my drawing ability has increased, and I feel that anatomy has improved. I did a few sketches before I did the comic, teaching myself techniques to be able to quickly throw perfect sketches onto the spot, rather then spending time fleshing out a character, and adding detail.

  


The Coding Overview;
I think I would like to go over this one quickly. Unfortunately, the coding which enabled the comic to determine your fate, depending on what you have pressed, was not included into the final piece.
The linking between pages, and finding a way for the coding to work inside scenes was quite impossible. Even trying to make the link work on the main timeline really messed up with other coding which fell inside the symbols on each frame, making it difficult to work with. 
What I shall do for the future is look up a way to make this work, so that some day in the future, I shall go back to this comic and include this feature into the comic. I feel this will make the comic much more interesting to 'play', and you will learn about the characters quirks and availabilities. (Even though there's only 4 choices and one main choice, it all really effects your gameplay in many more ways then you can imagine. I have added in the extras so that when something does happen, you shall see that event happen no matter what.)


The Choices Overview;
The choices were peoples favourite part to view. The amount of enjoyment I see on peoples faces as they click through the available choices and letting it determine their outcome. The idea of choices is to get attached to what the character is thinking, or what is happening in a scene, therefore, making it quite shocking when something bad happens to the protagonist. 
There are only three choices which you can choose from, they also occur randomly as the story progresses, so it doesn't give you time to think about what you are going to do next. I coloured these links in a light-ish green to match the text which appears in speech bubbles (the speech bubbles and text, they flicker and appear onto the screen). There are a few hints in the comic where it tells you, remotely, how to beat Death and his trickery. I made this subtle because I thought, if the coding was to work, people would get the good ending straight away. That's not what I wanted. In fact, I wanted the player to go back and play it again to see the different scenes that they can come up with; There are three to choose from, after all!


  


Final Scene Overview;
Unfortunately for the final scene, it doesn't really happen as I want it to. Because of the coding not working, I was forced to scrap two endings which were going to happen at the end of the comic. Instead, are just there for show if any one was ever to look at the flash file I made. I'm really disappointed but slightly happy about how the drawn outcomes came to be. I really like the angles and the plot twists which I placed into the comic itself, it's really satisfying to see it has a finish, rather then it being no work at all.
For the endings, I chose to do 4 different outcomes (Unfortunately, you will only be able to see two of them). These 4 outcomes consists of two wins and two failures depending on how well you did in the comic, determines your fate.
At the end, people were thrown at the part where you had to either choose the sword or the fathers hand. So I labelled them and made the options glow. I'm very happy with how I came to do this, because instead of strips of writing, like the other choices, you get to click on the comic itself, which I found my self really chuffed with after I learned how to do selections on images.


  


----------------------------------------------------------------------

If you would like to see my comic, you can click here to view it and voice your own opinions.

[DAY 17] [DEVELOPMENT AND RESEARCH] Loading Bar for Comic

I thought what would be different and convenient for readers would be a loading bar. What a loading bar does is pre-loads the file so that there's no glitches or inconveniences when the person is going through a flash product, or reading through it in my case. I'm unable to say that is loading bar will be added, as I never really thought this through when I reached half of my comic and most of it was coded and connected to certain pages, but I thought I'd work with it and see whether I could make it work.
I wanted to add this loading bar at the start of the comic, where the reader would have to wait for the comic to load properly. Very glad to find a tutorial which explains and shows you how to really set out a loading bar, and how much help it is for the person viewing the file (it even gifted the coding which I spent trying to understand so that I can include it). No one likes to wait around for a file to load.


Quick look at the coding.
Thank you, Kirupa.
----------------------------------------------------------

(This part shows you how much is loaded of the file.)
bytes_loaded = Math.round(this.getBytesLoaded());


(This part shows you how much in total will be loaded.)
bytes_total = Math.round(this.getBytesTotal());


(This part is where a division is made, between 100 and what ever is left of the file to load.)
getPercent = bytes_loaded/bytes_total;


(This part determines the width of your loading bar and times it by 100.)
this.loadBar._width = getPercent*100;


(This part targets the text box this coding will work with when you connect it. Telling the viewer it's 100% done.)
this.loadText = Math.round(getPercent*100)+"%";


(This part commands the clip to play the file after the loading is complete.)
if (bytes_loaded == bytes_total) {
this.gotoAndPlay(3);
}


----------------------------------------------------------


If I did this, the comic would feel more professional, and would show that I have truly thought about the reader, specially if they have a rubbish connection on their internet, they don't want to be interrupted by the long wait, stuck on a page they have been on for ages really isn't fair to them. Pre-loading is the best possible way to express the full potential of a file, at least.

Here are some small concept sketches of how I would like
the loading bar to look like, and where the percentage would
sit around the image.

Wednesday, 13 June 2012

[DAY 16] [DEVELOPMENT] Considering the Coding for the Choices

How the comic is going to work is with choices; Choices determine what your ending will be on the comic. I wanted this comic to be a multiple choice comic because it gives you more of a wide range of options that will encourage you to fight for an ending you truly desire. Information will be given to help you combat your thinking and really push towards something you deserve.
So, I wanted to construct a code which helps me devise a system that helps this out. That would mean giving variables to a number, and what ever number you accumulate by the end goes towards the ending which you have made happen. When something good happens, you gain a number, and when something bad happens, nothing is given to you.




With help, a coding was made so that each time you click "Choice One" on this Flash file, it would add one to the score, until the ending which tells you that you have finished.






To show that the choice count is working, it adds '1' to the score above the buttons, and sends a message to me on the flash file, saying that '1' has been added to the remaining total (This is called tracing).

Quick look at the Coding.
Thank you, Mike.
----------------------------------------------------------------

stop(); (This is used to stop the frame from continuing to the next.)
var playerWin = 0; (If the player clicks the right button, it passes on to the next frame.)
_root.onEnterFrame = function (){
_root.choice1.onRelease = function () {
playerWin +=1;
trace(playerWin);
}
if (playerWin >= 2) {
_root.gotoAndPlay(2);
trace ("did work");
}
(This coding here traces that if the person clicks the wrong button all together, the variable of '1' is not added to the total, and you carry on with nothing.)
//else {
//trace ("Didn't work");
//}
}


----------------------------------------------------------------



Monday, 11 June 2012

[DAY 15] [DEVELOPMENT] Structuring the Comic in Flash

For each stage of the comic, I will be labelling and commenting on each frame so I can make the comic as professional as possible. By doing this, I will be able to navigate the pages perfectly, knowing what each and every stage does and what it will mean for the reader/player.
I took the simple point and click approach; pressing continue, selecting what you want to do for the next sequence. This is because, as each stage is animated and appears on the users screen, it's just a one image flick through. Having too many selections, or too many panels, would ruin its tradition, and some what make the comic harder to read through.

Main Menu
Here is the current title screen. At the moment, it isn't much to look at, but what is visible is the availability this menu gives. Easy to read, easy to flick through, and very kind to the eyes. I took reference of website pages, and how they structured their hyper links and buttons on a website to appeal to a certain customer, or viewer. I thought this would be a great idea because the majority of people use websites daily, and what content the websites have gives them their positive edge. I'm very happy with this lay out, however, I may change what the menu looks like as I progress more and more into the comic itself, and when it's completed.

Main Comic
In the main comic area, there's three layers, this is to separate the actions from the scenes which are placed on the layer 'Scenes'. The only actions that are on the 'Actions' layer is a stop(); which will enable each frame to stop and play the Movieclips which I have inserted into the 'Scenes' layer. On the side, as you can see in this image, I have added notes, showing what this certain scene does to the players selection reputation. This is so, when I go through and add the options into the story, it will be easier for me to code the selections to the right frames.  


MovieClip Scenes
Each scene of this comic is a MovieClip. I did this because I thought the structure of the whole comic would be simpler without the whole obstruction of massive tweens and images in the way on the main timeline, when it can all be simplified into one. The layers in each MovieClip are the same, unless there is extra layers needed (such as the 'Images' layer) then they can be added, with a number at the end to show how many layers of 'Images' there is. I wanted to keep them all the same on each scene, so then I would never get mixed up with what is what, and gifts more freedom to the work.

Saturday, 9 June 2012

[DAY 14] [DEVELOPMENT] Piecing Together the Comic Images

For my comic, I decided to process images in Photoshop, as there is more freedom in Photoshop for what I want to do, then it is in Flash. Flash gives out gorgeous vector images, however doesn't pull of the style I want to show to people.

Each one of the images that I create for my final comic, is set out like this. The first layer (Layer 4) is the texture I use to compliment the comic. The comic is meant to be quite dark, and not very pleasing, so it's best that this texture is used to give it volume and atmosphere. The second layer (Layer 6) is where I normally place the line art. The third layer (Layer 5) is the background layer, the background is all done on one layer so that I know where everything is, and it's all not so confusing.



Starting off with a base sketch, which is normally done on the layer underneath the texture layer. I go with a simple, naked, body structure, so I know where the clothing lies and the hair settles on the body.  This also gives me a sense of how the scenery will fill the area.


When the base sketch is complete, I'll then start to add onto it (clothing, hair, etc.), until the sketch is exactly how I want it to be. I'll sometimes to alterations to the end product so the anatomy looks pleasing to the eye, and not loud, and out of control.

When the line art is done and dusted, I start adding the colour. This image is one of the last pieces of the comic, but I thought it was a great scene to show how the background is chosen. Because the story is kind of based on a world which can be altered by the character Death, I try and make each image seem out of proportion, including the colouring.

Finished! Patches of additional things go on a different layer all together, this gives the image I have created extra depth if it's one of the most intense bits of the story. I love adding extras to make the reader ponder and make their own decisions on what is going on in the story.

Tuesday, 15 May 2012

[DAY 13] [DEVELOPMENT] Hanë Hairstyle Choices and Facial Features

The hairstyle of both Huppel and Hanë is quite important because their clothing design isn't really an option. In a dark environment, you will only want to view their facial features to determine who is who.
Same as Huppel, Hanë went through the same process with hairstyles. Hanë is much older then Huppel, so I wanted to make sure his hairstyle complimented his features and age. I felt Hanë was a much harder concept to come up with because he was quite a different character to what I am used to, I have not really attempted to make a male character stand out.


Hanë is drawn with Deaths clothes because Huppel will be manipulated by the presentation of his features. I wanted a memorable, wise and strict face, some what of a teacher pursuing quiet in a huge classroom. 


Results;
----------------------------------------------------------------------------------------
Hairstyle 1; 0
Hairstyle 2; 0
Hairstyle 3; 5
Hairstyle 4; 3
Hairstyle 5; 4
Hairstyle 6; 0
Hairstyle 7; 5
Hairstyle 8; 10 (This one won overall.)

[DAY 12] [DEVELOPMENT] Huppel Hairstyle Choices and Facial Features

With hairstyles, I wanted to give each character a look which really stood out. One, because that way, the character is easily remembered and more easy to gain a relationship between a person and a character. Two, it has to suit the characters personal features, such as their face and figure. Complimenting hair is the key to successful characters.
With Huppel, I had a real struggle coming up with hair that she would suit. Being German, I didn't want to make her stereotypical. Instead, I went with a punk look, with her hair being blonde with very dark and dyed brown raccoon tails. I felt this gave Huppel more of a colour selection to her design, and was to be kept as her main hair colour design.


I then drew out 8 separate heads on Photoshop and did a few sketches of different types of hair styles. By this time, I also decided on Huppels facial features and eye colour. I then printed the copy out and went around asking people what hair cut style they preferred out of the 8 on the page. I also put the image on Facebook for people online to look at too.


Results;
----------------------------------------------------------------------------------------
Hairstyle 1; 1
Hairstyle 2; 6 (This one won overall.)
Hairstyle 3; 2
Hairstyle 4; 1
Hairstyle 5; 0
Hairstyle 6; 0
Hairstyle 7; 4
Hairstyle 8; 1

Monday, 14 May 2012

[DAY 11] [DEVELOPMENT] Story Flowchart

Instead of doing a Story Board, I did a flowchart with images of the scenes in my mind. I gave a clear description so that I knew what was going on, and what I intended to do with each frame for my comic.


Here are each of the flowcharts. Each one contains information of all 5 choices, from start to the end. The colours are the choices that you can take, yet before them it would say "Choice 1" or "Choice 2" and so on. After the coloured actions, it says "Loss 1" or "Win 1", these will be the variables in which will determine your fate at the end of the comic. The 4 boxed and coloured items on the last flowchart are what happens if you have a certain number for one of the choices you make. 
I thought colour coding this flowchart and giving it variables would be a really good idea to make this comic more interesting, rather then flicking through it, with just one story. This is why I would like to do an interactive comic, because it's more interesting and you get more from it. You may even read through it again to get another ending. 

Sunday, 13 May 2012

[DAY 10] [DEVELOPMENT] The Character Conclusion (Huppel, Hanë and Death)

Each of the characters I have lifted a back story for will be included into the comic in some form. The reason I researched about their backgrounds is so that each character has their own story to tell, so that the reader will understand the concepts I have in store for these characters. All characters will have a bone to pick with each other, but also show a possible emotional attachment.
I wanted to do this because it gave flavour to the story, and definitely makes a great perk to the structure of the whole comic itself.

Character Summery; 
------------------------------------------------------------------------
Huppel
Huppel is a German left handed Bassist who serves as a temporary backup for bands, playing for some of the most biggest bands in Germany. She has a heart of gold but vocabulary like a drunken sailor when she's pushed to her limit (which is most of the time, as she has a short temper). She's never had a clear relationship with anyone, because her lack of understanding of people and how to care for them. Being 21 has its problems, Huppel doesn't intend to go back to college, as she dropped out of a Music degree which she believed it was 'biased' with work. Huppel lives in one of the most roughest parts of Germany, Lichtenburg. She's working very hard to meet the needs of a new house in Berlin to start her life again. 




Hanë
A father of only one, Hanë became the only bit of family for Huppel ever since his wife passed. He started working on a Polymer Chemical Plant since he was 25, trying his best to climb his way to the top of management, but never being able to make it and stayed doing the dirty and dangerous jobs. To pass his spare time, he hosted a Fencing club for the younger generation, teaching them and his own daughter how to Fence. This kept him from going mad from all the work he had to do to keep his own lifestyle going. He was rugged and warn, but kept a happy face around others, though he knew one day his fatigue will some day get to him.
Hanë unfortunately died at the age of 49 from Lung Cancer. 





Death
Death, or the Grim Reaper, doesn't have a scythe. In fact, he can manipulate his own portal, his own world between the real and afterlife, to his own needs. If he needs a weapon, he would draw one as quick as a flash, Death isn't some one to toy with. However, Death has a soft side to it, as Death manipulates and changes into others against its opponents, Death takes on the feelings of the person, loosing itself inside another body and experiencing thoughts of emotion and despair.
Death is a Angel of the Gods, where he will do all in its power to make sure the job is done. Many people pass on into the after life each day, which makes Death's job very stressful. However, Death is not exactly real, and is a figment of the imagination, which is why it's easy for it to change forms.

Monday, 7 May 2012

[DAY 9] [RESEARCH AND DEVELOPMENT] The Figment of the Imagination (Death)

Death is called many things, but to Western Cultures it's known as the Grim Reaper. The Angel of Death passes humans to the other world, or the other life, which is explained in many Religions. In other stories, it's also a figure of fear and despair to those who pass on into the afterlife, and is the tie of your soul to both worlds. This concept of this character has been around for centuries, a skeletal creature with a huge scythe, to represent power and dominance.
In Christianity, Death is an evil power which is possessed by Satan, the creature that conquers hell. By destroying Death, this would be called "Eternal Life", which was obtained and accomplished by God, as discussed in the Revelation of John.
I feel Death, or Grim Reaper, is a representative of the happenings of our past, and controls your time of passing. But it cannot construct the death for you, it just takes your soul to the beyond. How a person dies is up to the Lord Almighty, and Death is just a messenger.

Death will be a manipulator, a constructor of passing and decision. I would like to make Death a main character in the story.
Obviously, this was a choice from the beginning as I was putting together a story. Death will deal with Huppel's passing, but also play with her mind. Death will be able to shape shift and counteract Huppel's decisions.

Death may not be an original character, and taken straight from old tales, I really like the idea of it being in this story. Not only is Death a historical character, but is known by many cultures, and will make sense to others reading my comic.

[DAY 8] [RESEARCH AND DEVELOPMENT] The Dangers of Chemical Plants (Hanë)

Chemical plants are there to manufacture multiple chemicals for products and materials that go on to other businesses. They use special units and processors to do this, and minimise contamination. Most plants process items separately such as foods, plastics & polymer, beverages, electricity, oil, gas, water and waste water which is then sent out to the correct places using funnels and tubing systems. What many people sometimes don't realise is how dangerous Chemical Plants can be, and how lethal they used to be. In 1960-1970's, the plants processed a lot of radiation which caused mutation in cells of the people working there, and caused Cancerous effects.
I have always imagined people who work in Plants to be husky and rough, quite a good build and pretty much ready for anything. The Chemical Industry was a hard job, and it's so demanding, offering good pay and discounts on many things.

Hanë worked on a Polymer Chemical Plant, and unfortunately died of Lung Cancer at the age of 49. His death will be used as a pressure point in the comic.
I wanted a decent, yet unfortunate, death story which is imprinted into the comic. Meaning it was to make a mark on Huppel's own life, and effect her in an emotional way.

This story will be used to distract or make Huppel a target. Considering she has no Mother to support Huppel, Hanë is the only family Huppel ever had.

[DAY 7] [RESEARCH AND DEVELOPMENT] The Importance of Music (Huppel)

Music, I feel, has a range of ways to change your personality or feeling towards things. Whether it's your thought about the world around you, inspiration to create something spectacular, or influence to become a musician or artist. It's all there, even though it's just so hard to see, bringing out the artistic side of any being.
Whilst you listen to music, there is a collaboration between your thoughts and the artist. It also effects the way we speak of things, and communicates to others what our personality is like just by our own music tastes. Now, it doesn't mean all of music is directed in that way, but it's quite common to see quiet people have light hearted music, and the people who are rowdy have harsh music tastes. 
I feel it's all so important to character creation because the way music influences and effects people in its own way, thus composing individual beings.

Huppel is a left handed Bassist, she's heavily involved in music, and I would love to base her personality on a musical instrument.
This has lead me to realise a few things; Having a musical based character means that I need to pick the right sort of attitude and personality. Not everyone is determined by their music tastes, there can be traits under the skin. Also, there can be people with a variety of musical tastes, so I'll have to be careful what personalities and traits I'm picking.

I don't want to give a musical attitude to Hanë because he has nothing to do with music himself. Hanë may have tastes in music, but because Huppel carries more of a musical side to her, I shall deal with Hanë a different way.

[DAY 6] [RESEARCH AND DEVELOPMENT] German Culture (Hanë and Huppel)

Both Hanë and Huppel come from Germany, as they are Father and Daughter, so I thought this research would be crucial. Germany is a heavily cultured country, full of great experiences and beautiful landmarks. I wanted to take a look on this because I knew that this subject would effect both Hanë and Huppel's personalities. I know I have already covered the basics of both characters personalities, but the way they influence their nationality to others would be a great in site and experience.

----------------------------------------------------------------
Quick Notes;
Germany is full traits which are admirable in so many countries. Being polite, keeping their work life separate from their personal life, even giving a quick handshake to people they have just met to signal a 'Hello'. It's unlikely that everywhere in Germany carries out these traditional acts, but it's there. Like other places, Germans like to speak in German for formal reasons, because it's respectful to their own culture and well being.
Foods are a speciality in Germany, mostly containing meats and fruits in their common diet. Pork is the common meats served in restaurants and households, but parts of Germany serve a variety of other meats like Poultry and Beef. Many different types of sausage is sold in Germany, way over 1,000 types of sausage exists in supermarkets and shops (the same goes for breads, 300 types of breads are sold).
Musical influences in Germany are quite tight on Techno and Heavy Rock/Rock. However, in history, Germany is known for it's more classical music, composed by people like Beethoven and Mozart.
Sports for Germany these days are normally focused on more car related and football related things. The most successful Formula One driver is Michael Schumacher which is known by many others all across the globe, and gives a big name to German Engineering. As for football, Germany has won the FIFA World Cup 3 times and has hosted the FIFA World Cup 3 times, as well. Sports give a real big name to Germany for being one of the most successful countries for activities.
----------------------------------------------------------------

I feel knowing this information really helps character development, and if I ever need to use it, the information is always there to help me make the perfect characters for my story.
Also, from this information, I created a Mood Board, describing how I feel what Germany is in a nutshell.


Friday, 4 May 2012

[DAY 5] [DEVELOPMENT] Textures and Drawing Style

For my comic, I wanted to have the same sort of style as Nawlz. Nawlz, the interactive comic, is a perfect example of a dark and dusky style. There may be a lot of colours used in it, but the textures say otherwise. What I have noticed about Nawlz is that it's quite detailed, but sketchy and quickly done to give that traditional edge.

First Panel of Nawlz.

I love this style because it gives feeling and beauty to images in a traditional and gorgeous manner. The use of colours shows the feeling of the place, and the distance of objects and buildings. The buildings are made from photo's themselves, however the characters are hand drawn. The texture differs in different places, with all the stock images dotted around, it's sometimes hard to tell the textures and details that are hidden in the panels, until you look close enough.
The text is styled like how a computer command center displays content and information. This is a gorgeous touch, and I felt gave feeling to the piece.


My textures
Examining the Nawlz take on texture and perspective, I decided to make my own texture and sketches for my comic. I waltzed around the rooms of my house, and outside to collect textures that were lying around which would fit into my comic. 



Brick Texture is the first texture I took. It wasn't really the texture I was looking for, for my comic, but the lumps and bumps it had on the brick itself was absolutely gorgeous, and I thought would be useful for some point in the comic.





Concrete Texture was taken from the garden shed. The colour turned into a yellow haze, but the lumps and bumps were perfect for a rough texture (like the brick), if it was ever needed for the comic.







Cork Texture is indeed an interesting texture. I fell in love with it so much, the colours that were optional in the cork really stood out, and would give great feel to my comic. However, the colour itself, was not how I wanted it to be. 






Fabric Texture came from the oven mittens. This gorgeous thread was a second option to be placed as clothing on top of both characters, through out each scene, but was scrapped as it didn't really fit with anything, and over complicated images.






Marble Texture is possibly my most favourite texture out of all of these textures. Not only does it fit the criteria of my comic, but I really like the colours and different mediums inside the image which really makes it work.






Rust Texture may be used for a colour reason at some points of a story. It has a gorgeous colour tone, splashed with oranges, reds and blacks, which gives a scary, dark look. This is what I want my comic to express to readers.






Stone Texture, possibly my least favourite out of the textures. It has too much depth, so when I added it to the image, it seem to ruin the image I was trying to create.






Tin Foil gave a crumpled a look. Quite good for a paper based comic, but unfortunately not what I wanted. It gave quite a good texture, though, and would be considered for other jobs.