Was super inspired by
@chickysprout
's iso building and wanted to see how it'd feel with some perspective. Would love to play a game with this aesthetic.
We're prototyping the foundation of what will become our emergent narrative engine, so I needed an art style I can quickly iterate with and landed on this sketch style.
This looks amazing, but PLEASE don't refer to yourself as a solo dev when you clearly worked with contractors. They are part of your team. You are not solo.
We've refined a lot of the environment graphics on
#ProjectTerra
! See how wind affects the props on this map. Also new: First test NPC's with anims and climbing ladders!
#gamedev
#pixelart
#indiedev
#ドット絵
Back with more Chasm art: the Save and Altar rooms.
Save room in particular was my favorite thing to work on and was always fun seeing people's first reaction to it at convention demos.
#pixelart
#IndieGameDev
Want to see what a full environment built with our 2.5D assets looks?
Here's one we made for "Survive a Night with a Vampire". You're locked in a room with a vampire, try to convince her to let you live.
You can play it now on our UGC platform here:
Was super inspired by
@chickysprout
's iso building and wanted to see how it'd feel with some perspective. Would love to play a game with this aesthetic.
For the past 5 years I've been working on this and on July 31 it finally will see the light of day. I'm proud of the work we did and can't to share it with you. To all my friends, thanks for your support. Help spread the word :)
@ChasmGame
@BitKidGames
When pixeling it's easy to stick with a color just because it's convenient, so sometimes I start with a hi-res painting to work out the overall mood and palette before pixeling. Here's the Temple process: paint > rough pixel > Final
This was the first mockup I made when I joined the Chasm team. This version never shipped in the game, but eventually would become the temple I showed earlier.
I get a lot of comments that this is actually just 3D and not 2.5D, I beg to differ!
This bed is a great example of how simplified the geometry can be and still pull off a great effect.
You can kinda think of it has billboards with more depth ;)
I've said this before, but this is a good excuse to do it again.
The absolute best people I've worked with in my career consistently were the ones with creative side projects, especially games.
not only is it unethical to impose, but it's also self-defeating.
with all the microsoft news recently i just keep thinking back to this bit in episode 27 of double fine psychodyssey (the excellent making-of documentary for psychonauts 2) where matt booty tries to reassure the team post-acquisition and in the process says all the wrong things
People often argue about the virtue of visual coding, but for visual things there’s no debate. This gif so clearly shows how inspecting the visual state at each part of the expression is essential to building great shader FX
You get about 20 degrees of rotation before things start to look broken.
So one of the constraints of this style is you might need to draw multiple views of your objects.
Pixeled some tiling rock last night using index painting. roughly an hour and a half for a 128x128. Could probably be pixel-polished for another half hour.
#pixelart
#indexpainting
#indexpainter
Been writing some notes about how we separate parts for our 2.5D assets.
The basic rule: if you can fit your hand between the parts, separate, otherwise simplify
this is genius. Gradients used with pixel art to portray subtle bounced light while keeping a pure pixel aesthetic. This is why I say pixel art shouldn’t have arbitrary boundaries defining the medium. It’s about the techniques, not the boundaries.
Excited to announce I've co-founded a new company to build something I've been dreaming of for nearly a decade; an emergent narrative sandbox.
We're very early, but can't wait to share as we progress. Stay tuned :)
A lot of our props were starting to look a bit *too* isometric with perfectly straight lines. We're working towards adding a bit more of the illustrator's touch.
These latest props are a great example and add so much more personality
For April fools, I made a Battle Royale game inside slack. Every round it picks a random rule. If you're inactive for a round, or a message doesn't adhere to the rule, that player is eliminated. Rounds get shorter each time. It was quite a riot
It's official! Chasm is available now on Steam and PS4/Vita! We put a lot of blood sweat and tears into this thing. We truly hope you enjoy it! Here's the launch trailer
@MekaSkull
super useful for VFX, but also just great for starting large pixel illustrations in general. Here's a fireball I made with the same idea. Also wrote a blog about this process:
And here's a bonus super messy progress gif. It was also the first piece I made for chasm when I joined the team, so a lot of time was spent trying to understand the style established by
@slympixel
well look at that. one of the most handy pixel art tools is now freeware? super cool. Graphics gale is a super nice light-weight pixel art app. Think of it as a really beefed up MS Paint
@Voxels
@howieeday
@chickysprout
Constructed simple geometry with the illustration overlayed so I can align it, projection mapped the result, split up the illustration into parts based on what elements overlap others and filled in the gaps, then finally moved the UV islands to match the new part locations
one benefit of HD index painting compared to traditional index painting is hard to describe without seeing it. Typically, clusters are static, so any index painting tools can only effect what's there, but with HD, the clusters are driven by HD data and reindex dynamically
Aiming for our worlds to be more than just a static environment, but a world full of fun interactions that the characters can use in some way.
Anyone up for a game of 2.5D pool?
Minit inspired me to play around with super minimal art styles. The appeal to me is I could actually make a content-heavy open world game if it's constrained to such a simple style. Can't help myself from pushing the detail though which defeats the point.
My
#1
tip for aspiring artists: Never stick with the first thing you come up with. It’s always boring and unimaginative. You can’t skip it, you kinda have to get the boring stuff out of the way first to free your brain to think more creatively
The good thing about getting close to release of
@ChasmGame
is we can finally spend some time to add more variations and polish to old areas. Working on some foreground props/tiles now
the proportions of our characters dictates the proportions of our props, naturally
You'd think it's as simple as just scaling, but really what ends up being the case is things are just a lot more "squatty" and top-heavy.
Conceptually I think of this as lowering the center-line
I maintain that Michael Vicente (aka Orb) is one of the best pixel artists although technically not being an actual pixel artist. I've never seen someone respect the game camera/resolution with their sculpts as much as him. Mind-blowingly good
New proportions on the guy and gal together.
One thing I'm really liking about this is it doesn't require me to make the bodies dimorphic at all and it still holds up.
It's a big day.
Glaze, our tool for protecting artists against AI art mimicry, is now available for download/use at
Glaze analyzes your art, and generates a modified version (with barely visible changes). This "cloaked" image disrupts AI mimicry process.