tilt frog looks awesome now… but the way to reach that point was hard. 😵
⬇️ In this post, I want to share our art style journey.
The goals:
For tilt frog, we wanted to create fantasy worlds, which consist of a background with parallax and a functional yet aesthetic foreground.
How we started:
The first step was obvious: we required references, both for the backgrounds but also the tiles. As the frog had a predefined art direction (cartoon), as we were super happy with how Aaron designed it, we had to make sure, that the backgrounds feel fitting. We explored painted art styles with big shapes with different color palettes. After trying different color palettes, we decided to design individual color pallettes for each area and decided to stick with colorful, but less saturated backgrounds. The backgrounds we're going quite well with the parallax working out quickly! Nice!
Tilemaps… 😵
We quickly noticed, that tilemaps are AWESOME for level design, but extremely unsatisfying for our artists. Even though we've made prototypes and games with tilemaps before, it just wouldn't click. Even while checking for references, with Celeste and Hollow Knight standing out, we were unhappy. Artists got demotivated, as organic looks with tiles are not an easy task. It was rough. After testing more tile maps, trying new approaches and asking fellow devs, we finally agreed: It just wouldn't work out. We were desperate. Nothing seems to move forward, and we were past my personal deadline for the aesthetics, as the steam page, trailer and website depended on it.
Luckily, Aaron, who really doesn't like tile maps from an aesthetic standpoint, pushed the idea to try sprite shapes, as they look way more organic out of the box. Personally I was skeptic “Why would that not be achievable with tiles, it surely brings up entirely new problems”. Oh boy, was I wrong.
We decided to just give it a try, while keeping tilemaps for the logic part. We bought a few assets on the unity asset store to try, and it didn't look perfect at first, but it was IMMEDIATELY way better. It was organic, the looping wasn't too bad either — such an improvement. I admitted that I was wrong and decided, that we'll produce our own sprite shapes, to see if it works out. And it did!
The key learnings? ✨
✍️ Don't shy away from trying new things, it might just be the right thing!
✍️ Get all the references to exist, “out of your head” rarely works.
✍️ photo-bashing references is an extremely time-effective way to communicate art ideas.
✍️ Sprite shapes are pretty cool!
✍️ Color palettes are a great way to define tone and make the process more straightforward.
✍️ Not a fan of AI for Assets - but it's a great way to safe time while communicating ideas (also for color palette look and feel)
✍️ If you're halfway there, don't throw away or rework the working parts - rather try new things for those that don't.
Alright, I'm out of characters. 😁 Have a great week & wishlist tilt frog on Steam! 😉
Cheers!