Pixel Art: Density

[img]{STEAM_CLAN_IMAGE}/44612937/77ee0ea60dacf8cd3504e6b56842982b9003af7e.png[/img] In our previous game Shinobi non grata, the topic was to try and push the limits of 8-bit animation. Because the story has a protagonist left behind the times, it was meaningful to have the graphics look like it was made for a very old game console. This time however, the game is about combat robots in the future… Having solid, realistic details are essential to make it work. That's why we're putting a lot of effort in the pixel art. One of my favorite games, "In the hunt (1993)", comes to mind as I create the art pixel by pixel so this would become a game that makes destruction fun. The protagonist's exoskeleton has been redone from scratch. That's how committed we are. Even the enemy robots have several varieties of animations, although their main purpose is to be taken down. I think I mentioned in my previous post how enemies play a big role in world creation, so we're making a point to create their visuals to make them act and look the part of a villain. As for the pilots and other human characters, they are colored in a cartoonish, simple manner, but we're being careful in their clothing and details. The goal is to make each character come alive in their own skin, so they look the part of a team of misfit police officers. Personally, I'm fond of the undercover agent character "Nanigashi". The "?" drawn on his mask is so silly, I love it. [img]{STEAM_CLAN_IMAGE}/44612937/ca943335e2b187fd580cb6c978a04f40dcdbf336.png[/img] The pixel art takes 10 times more than Shinobi non grata, but even so, whenever I see the art on screen it makes me want to do more. It's beginning to be a problem. That's it about the pixel art. "See you, Scramble Vice!!"