Skip / Look Book
A diagonal painted harbour with three small Cape vessels on layered teal water.

Art direction · working draft

Skip

A Cape harbour painting brought to life, with arcade confidence.

Visual look book · 2026

The north star

“It should feel painted first, playable second—and unmistakably Cape throughout.”

Skip is a single-screen game about drawing safe courses through a busy harbour.

The image is calm and composed; the play is quick and legible. Broad natural forms make a stage for tiny, strongly pigmented working boats.

  • 01Geometric landscape, not generic low-poly 3D.
  • 02Transparent pigment and visible paper, not plastic surfaces.
  • 03Local working detail, not national-symbol shorthand.
  • 04Big silhouettes and confident feedback, even on a phone.
1

Monumental calm

Table Mountain, cloud and coast read as a few large, deliberate masses.

2

Working specificity

Ropes, fenders, cranes, sheds and sun-faded paint locate us in a real harbour.

3

Painted miniatures

Boats use exaggerated shape and strong colour rather than fragile detail.

4

Arcade clarity

Routes, wakes, category marks and tiny lights remain instantly readable.

Approved arcade watercolor look development image.
Current target · Arcade WatercolorPaper warmth · layered teal shapes · crisp vessels · restrained harbour detail

New research note

Structure before texture.

Facets, lines and colour should compose the player’s attention—not merely decorate the surface.

A closer study of Pierneef’s monumental and geometric work suggests that our harbour needs stronger hierarchy: interlocking shapes instead of equal stripes, one pale playable basin, and a few vertical anchors against the long Cape horizon.

Secondary source: “Pierneef 1886–1957,” NLA Design and Visual Arts. Its formal observations are useful; historical and cultural claims require independent verification. No source images are reproduced here.

Direct the facets

Align geometry with diagonals, thirds and focal points rather than scattering triangles uniformly.

Break the horizon

Use one crane, mast or tower as a strong vertical against broad horizontal water and land.

Protect the light

Keep the route-drawing basin pale and quiet, framed by darker connected harbour shapes.

Interlock the bands

Change widths, contours and subdivisions so the water feels composed rather than striped.

Exaggerate memory

Adjust scale, light and viewpoint to express how Table Bay feels—not what one photograph records.

Stay recognisable

Stylise toward the essence of a real place and working craft, never into anonymous abstraction.

Fresh visual studies

Three composition hypotheses.

New original keyframes put the research into the image: one monumental mass, one vertical anchor, interlocking water, and a protected field for play.

These are deliberately marked unapproved. They test structure before we spend time rebuilding the production scene or polishing watercolor texture.

New Luminous Basin composition study with a monumental mountain, single crane and pale irregular play area.
Test 01 · lead hypothesis

Luminous Basin

A quiet pale centre is held by connected dark shapes. The route becomes the principal calligraphic mark.

New Working Harbour Rhythm composition study with clustered buildings, cargo and three small boats.
Test 02 · unapproved

Working Harbour Rhythm

The same hierarchy with denser local work detail and one warm ochre counter-shape.

New Atlantic Violet composition study with storm-violet mountain and glowing vessel lights.
Test 03 · unapproved

Atlantic Violet

Storm violet and cloud silver test how far the shared palette can move without losing readability.

01 / The painted world

A landscape built in rhythms.

The selected diagonal gameplay camera over the harbour.

Camera 4: the gameplay compromise

A 27° diagonal shows the painted sides of boats and quays while keeping enough open water for route drawing. The next composition pass must turn its equal water strips into a clear dark frame, luminous basin and directed rhythm.

  • Mountain as one dominant silhouette
  • Quay as a strong diagonal frame
  • Water reserved as playable negative space
  • Depth without realistic perspective clutter

The harbour is not scenery around the game. Its mountain, coast and built edges compose the board itself.

Working rule: details gather in a few purposeful clusters. The rest stays quiet enough for the player’s painted route to become the clearest mark on screen.

02 / Colour and atmosphere

Atlantic mineral colour.

Cool geological blues and greens carry the world. Warm ochre, oxide and fynbos colour make the boats and work sites sing.

Deep Atlantic#174A57
Table Bay#367C82
Sunlit water#71A9A2
Mountain#526D67
Paper / wake#E8DFC5
Dry ochre#C89A52
Quay concrete#B7B09C
Oxide red#A84F38
Fishing yellow#E3B843
Fynbos accent#B85D78
Storm violet#75627A
Cloud silver#D7D1C3
Clear Cape Morning watercolor study.

Clear Cape Morning

Transparent teal, warm paper, restrained pigment edge.

Dry Summer Ochre watercolor study.

Dry Summer Ochre

Dusty mountain pigment and sun-bleached working colour.

Winter Table Bay watercolor study.

Winter Table Bay

Cool slate washes, softer distance and stronger edge blooms.

Arcade Watercolor study, the current approved target.
Current target

Arcade Watercolor

More confident value separation without losing paper and wash.

Current mechanics lab with a fishing boat, dock and painted harbour.

Material treatment

3D is only the underdrawing.

Watercolour washes are mapped onto simple geometry, then a final paper-and-pigment pass brings the scene together. Selective pooled contours hold important silhouettes; gameplay-critical edges stay crisp.

  • Photoreal reflections or glossy chrome
  • Uniform texture noise on every surface
  • Neon game markers floating above the painting
  • Dense detail that vanishes at phone size

03 / Boats and movement

Tiny working characters.

Cape fishing boat, tour catamaran and harbour tug shown together.

A boat must be known by its outline before colour, label or light.

Cape fishing boat

Narrow working hull, raised wheelhouse, bold stern deck and a strong yellow/oxide identity.

Tour catamaran

Wide twin-hull stance, bright canopy and twin painted wake ribbons.

Harbour tug

Compact, heavy, upright and fendered—a gallery model until gameplay has the right role for it.

Movement marks

Cream wake ribbons break into teal side facets and pigment shards. Tiny deck lights read as jewel-like dabs.

04 / Compositional range

One harbour, different weather.

These early keyframes are mood boundaries, not literal layouts. The final game can move between luminous morning, warm industry and a darker Atlantic stage.

Early monumental Cape morning keyframe.
Monumental Cape Morning · luminous and quiet
Early working harbour ochre keyframe.
Working Harbour Ochre · concentrated industrial warmth
Early Atlantic Theatre keyframe.
Atlantic Theatre · storm light and jewel-like vessels

05 / Place and responsibility

The Cape, not a shorthand.

The starting influence is J. H. Pierneef’s geometric visual grammar: monumental landforms, rhythmic contours, compressed depth and quiet water.

It is influence, not imitation. The game must broaden that often emptied landscape with harbour labour, present-day craft, multilingual names and a lived Western Cape.

Working materialsSalt, rust, rope, fenders, crates, refrigerated cargo and sun-faded paint.
Local craftKalk Bay and West Coast fishing boats, V&A tours, pilot boats, tugs and yachts.
Local weatherTable Bay light, Cape Doctor wind, dry summer ochre and winter-grey Atlantic water.
Local voicesEnglish, Afrikaans and isiXhosa used naturally, with local casting and cultural review.

The guardrails

What this is not.

×

Not photoreal

No glossy ocean simulation, chrome-heavy PBR or cinematic surface noise.

×

Not empty nostalgia

No generic sepia past and no idealised landscape without people or work.

×

Not generic “African”

No unrelated motifs used as a universal South African decoration system.

×

Not over-designed

The player’s route, boat and destination always win the visual hierarchy.

Brother’s-eye review

What I’d love your instinct on.

Not polish notes yet—just whether the world has the right soul.

  1. Does this feel distinctly Cape without feeling like a postcard cliché?
  2. Does the water feel deliberately composed, or does it still read as stripes?
  3. Does “Arcade Watercolor” have enough energy, or should it be quieter?
  4. Which mood would you most want to spend time inside?
  5. Do the boats feel like characters at this tiny scale?
  6. What detail or memory would make the harbour feel more true?