Whether they are design, gameplay concepts, or even quick animation roughs, we exchange on a regular basis to determine which enemies, mini-bosses, and bosses will populate that world. I do my best to give them their own style and character through animation, which sometimes compensates for their vintage feel.įor each new world, I have a "draining" phase where I draw everything that comes to mind, on top of suggestions from the team. I spend time researching in order to iterate on the designs, and I consider their primary potential in terms of animation and gameplay. I usually start from images that come from popular culture, so in that sense, they did indeed have a classic feel. The fast-food monsters in the update have a real retro feel to them. He was simple, with a clean style and a clear outline, and our idea was to get all the animation freedom we wanted with his shapeshifting cloak. Unlike Unruly Heroes, our main character was discovered at the very beginning and almost hasn't changed since then (only the skull evolved). Making a game with traditional animation has always been a dream of mine, but we know that using the same technique would make creating every detail very labor-intensive. Have a Nice Death was the exact opposite. ![]() We needed to give them a certain complexity through the richness of the outfits, materials, and accessories, but also to simply match the Chinese iconography. ![]() The character design phase for Unruly Heroes was quite long, allowing us to experiment with different styles. I have a soft spot for cartoon-like or semi-realistic projects. What is your process for coming up with the art design for each game? Unruly Heroes and Have a Nice Death, in particular, look worlds apart. Looking at your past work, I notice all the games you've worked on seem to have unique styles, even from each other.
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