![]() ![]() ![]() But crucially I also believe this would have resulted in increased turnaround time in regards to art assets. I think in an ideal world I would choose a low-fi, low ploy art direction over the voxels as it's more effective at conveying the atmosphere that I want. On the other hand, they do effectively evoke a low-fidelity style, something which has recently taken off in some really, really cool projects that I adore. They're associated with Minecraft and a general cartoonishness, which doesn't fit the tone of this project at all. It's arguable that the voxels are a little bit of a mismatch in terms of what people expect. This turned out to be perhaps the biggest decision in actually making this ambitious project actually somewhat do-able with a small team and small budget: The reason being that the turnaround of most art assets is minuscule in comparison to anything else. As the game shifted to 3D, and then entirely to first-person, voxels started looking like the way to go. Realism was off the table due to workload, but I really wanted to explore a pixel art approach. I'll likely write about the challenges in more detail with another post, but for this one, I wanted to share with you perhaps the biggest saviour in terms of production viability: Voxels.īack in the pre-art asset days of this project, when it was still a management game, I often wondered about what direction the art style would take. There have been points over the last 2.5 years in this project where I've felt like giving up it's such a large ambitious project that at times it has felt like I had bitten off more than I can chew. Be sure to wishlist on Steam, join our Discord or read previous dev blog entries here!ĮGX Rezzed digital is happening right now (26th-28th!) If you're a member of the press and want to get your hands on what was going to be shown at Rezzed, please get in touch!įrom the confines of coronavirus lockdown, I bring you a brand new and over-due Shadows of Doubt development diary! A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Shadows of Doubt is a detective stealth game set in a fully-simulated sci-fi metropolis! There's been a murder and it's up to you to solve it by any means necessary, with the condition that you keep a low profile. ![]()
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