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I was really interested in creating pixel art for my game. I started watching tutorials to understand how to create expressive characters and backgrounds using this artstyle.

Initial Moodboard

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However, I realised that this art style is not the best approach to my game. Although it would suit the idea of using traditioanl embroidery patterns as pixel art, it is a very stilised art reduced only to the essential. Every pixel matters.

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As my theme and inspiration might already be a bit out of the ordinary theme for a game, and might include elements that are not familiar to all players, I decided to go for a a style that can be more detailed. 

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As it is mentioned in "Level up: The Guide to Great Videogame Design" it's best to pick just one aspect that is weird. As I believe the activities of my game would be the weirdest, as well as some references from folklore, it's best to stick to an artstyle that is easier to read.

Environment Art

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As I observed from Hollow Knight, Each area of the game has different collor palletes and elements that set the teme of each place. With this in mind, I started designing different realms for my game.

sketch.jpg

Level Design

Waterfalls
 

Cave
 

forrest

 

top of the mountain

 

The character goes on the journey from the secluded top of the mountain, through the forrest and finally to the kingdom. 

I started to design some of the realms as well as the transition between them.

Stone Crusher's Den

 

fox den
 

Cave
 

Stone Crusher's den
 

Inspiration

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fox
den


 

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Platform iterations

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I wanted to make the platforms easy to distuinguish from the background. With what I learned from my visual research, I proceeded to create a few realms for my game, such as the mountain, the forrest and the village, each with different collor palletes and moods.

Forrest

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Interactible elements and tiles have more details and colors in order to be easily distinguishable from the backgrund.

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Village

To save time,, I used some of the assets I created for my first game idea

To create the illusion of depth and space, I've played with the artstyle. The elemnts in the background are less detailed and less saturated in color, to show they're further away.

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mountaincollage.jpg

Character Design
 

From my research I've learned how important character thumbnails are. They're silhouette should be recognizable. With this in mind I've started designing my character:

cioban.jpg

Reference for the cloak:
 

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character (1).png
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charracter.png
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