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Art Guidelines

bunnyycat edited this page Oct 16, 2023 · 13 revisions

Art Guidelines

The game will be in a simple pixel art style. Overall, the following guidelines are very similar to Stardew Valley (although Stardew Valley has more complex shading).

Proportions/Size

Each floor tile will be 16x16 pixels, and considered roughly equivalent to 1mx1m. The player, plants and all other sprites will be proportional to this. E.g. the player is 16x32.

Shading

Each sprite will have a darker outline that matches its colours. The sprites will have minimal shading, with one base colour, one shadow colour and one highlight colour. This rule is loose and each artist can break it slightly if they think it works better and still matches the rest of the art.

Colours

image (Colour palette expanded from mulfok's mulfok32 palette)

2/9/23 - #c5449c is added to this colour palette

To communicate that the game is not set on Earth, the primary colours used will be oranges, purples, and blues. The ground will be primarily orange. Plants will be in a wide variety of colours in a range of dark blue to yellow, with flowers and fruits being any vibrant colour. Tools and the player will have a range of pink-purple-blue as their primary colour to have increased contrast with the ground and plants.

Sprint 4 Art Overhaul

During Sprint 4, every pixel art asset for the game was reviewed, with the vast majority being updated to align with these art guidelines. As above, having cohesive art direction and design is incredibly important for a video game. Cohesive design reduces player confusion as it creates a baseline for what certain objects look like, allowing players to easily remember how to interact with them and predict interaction patterns for new objects. Cohesive design can also lend itself to effective storytelling, as how a world looks greatly affects how it is perceived and moved through by the player. Some examples of before and after pixel art is shown below.

Before:

dragonfly

acid-rain

beach_2

deepWater_2

ice_2

snow_3

stone_1

tool_watering_can

watered_cropTile_fertilised

After:

dragonfly

acid-rain

beach_2

deepWater_2

ice_2

snow_3

stone_1

tool_watering_can

watered_cropTile_fertilised

More examples of updated assets:

gravel_1 lavaGround_2 salmon lava_eel water_2 tool_sword Temp-Chest oxygen_eater_projectile pump fertiliser g_r_l f_r_l

clock_frame

clouds

indicator_0

indicator_6

indicator_15

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