![]() ![]() ![]() SERIOUSLY I still believe burnout is a major problem for basically most industries in North America. Haha because of your support, obviously! :D try to always always make sure each project is beautiful in its own way, and achieve its goals for the player experience/emotions :) And then that style was amazing for achieving a stark, fearful dread. The Shrouded Isle's art style happened during a game jam, from Erica trying to go minimal. which is tough enough on its own, but also he had no pixel art experience at that time, so it took us a while to find something we were both happy with.īut each project is different. When we start a new project together, I define the core of the project (like, for Boyfriend Dungeon, I wanted it to feel 'playful', 'romantic', and 'California'), and he tries to put some things together that HE is excited about, and then we iterate from there.įor Moon Hunters, that process resulted in a LOT of iterations, since I wanted it to feel mythological AND have pixel art. Boyfriend dungeon designer professional#He's really professional but also mellow and easy to work with. ![]() I started working with Xin Ran Liu (the main Kitfox artist and co-founder, who was the lead artist on Moon Hunters and Shattered Planet) back in 2013 because I really liked his portfolio, and his vibe in person. ![]()
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