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Completely agree that it doesn't have anything to do with the fact that they are low res. However, it's not just the colors. For me it's mostly that the lightin
by JelteF 7y ago
Completely agree that it doesn't have anything to do with the fact that they are low res. However, it's not just the colors. For me it's mostly that the lighting across artwork is very inconsistent. The artwork separately is quite good, but because some stuff is much lighter than the rest it feels like it's gathered from multiple separate games and put together in one.
- alttab 7y agoThe article explains why this is so. Arguably with some art direction from Jeff himself he can make art that is more easily replicable, but the reasoning seems to be that "I have to be able to swap artists out." Instead of learning enough about game art over 25 years to direct some consistency across artists for his games, he rationalizes it as an explicit business choice. I think he's missing an opportunity to learn more about art himself. After making so many games for so long you think there would be some learning/mastery of low-res art. Seems like Jeff is taking the easier route of "that's my style." No where in the article does Jeff talk about any effort he's put in to learn about palettes, lighting, or generic styles that can be emulated. He only talks about swapping out artists.
- scotty79 7y agoI don't think you can develop more universally palatable sense of esthetic even over 25 years. You like the stuff you like. You can hire people to have sense of esthetic for you. But you need money for that so....
- dkersten 7y ago"I have to be able to swap artists out” is, in my opinion, a really bad reason as it leads to an inconsistent messy looking final product. I’d rather have repetitive art (due to not finding another artist who can match the previous ones work and therefore having to reuse assets) than an inconsistent one. I play a lot of games with low resolution, cheap or crude graphics and that never bothers me, but I find inconsistent art really difficult to ignore to the point where I probably wouldn’t play this game. Keeping art generic, boring and inconsistent to swap out artists is akin to using a lowest common denominator language and framework so you can swap out programmers. Maybe it makes business sense, but it leads to uninspired boring results. I’m sorry at how negative this comment turned out, so if the author reads it I hope he takes it constructively and considers how to improve the consistency of the art. EDIT: I don't think the art looks terrible, but it could be improved a lot with relatively minor changes (consistent shadows would be a great start).
- cousin_it 7y agoHe could first pay an artist to create a style guide like this: https://66.media.tumblr.com/f055b014e1db777c9ebd54579691cda0/tumblr_nkhehcwaPY1unw8oyo1_1280.png https://66.media.tumblr.com/f055b014e1db777c9ebd54579691cda0... Then swapping out artists will be easier and the game will look more consistent.
- 0-_-0 7y agoThat palette swapping trick looks like a great idea for indie games!
- aardshark 7y agoIt was used on the Gameboy Color to colorize the grayshaded Gameboy games. You can choose what palette to use by pressing a combination of buttons on most start screens. See this example of Super Mario Land: http://i.imgur.com/HupBY.png http://i.imgur.com/HupBY.png
- Isogash 7y agoYes! It's clear the consensus is that he needs art direction to get consistency, but this is how you actually put that into action. He needs style guides 100%. It's also potentially a good longer term investment, you can re-use and adapt them. The guide also needs to include lighting, which he has diddly-squat of.