This is a monochromatic pixel art game, strongly inspired by the
original Game Boy console, released in 1989. Environments are mostly
3D, post-processed with a unique pixel art effect recipe : there's no need for high-resolution meshes. Characters, creatures
and collectibles are mostly 2D sprites (animated png sequences), also
post-processed with the environment into the same pixel art effect. As the game is monochromatic, most of the art impact will be served by careful use of contrast between lights and shadows.
There's an important meta-level of reality, between the hardware (realistic 3D) and the software (pixels) to support the narrative, some scripted sequences, and the transitions between day and night. The blurriness of this meta-level evolves through the game. Everything that seems disconnected at first, ends up being one single reality. The "game-into-the-game-into-the-game" effect, is on purpose.
Bloody Red
Beige Maple Spread
Here is some of the tests & explorations I did over the last year.
When
I started working on the graphics, my initial question was : How
can I do a full pixel art game all alone?
So I did a first try, the
classic way, one pixel at the time, and I quickly realize that this it was a
no go zone. Tremendous amount of time and efforts for mitigate results. I needed
to find a new way.
So I bought an old broken Game Boy Pocket on which I did some repair and mods, and a Game Boy Camera, to be able to take shots, create original pixel art with the proper tools. But
this is 1995 tech, and there was no way to extract the files, so I
found a device that allow me that.
Result was perfect : 4 shades
of grey, perfectly computed, converting the reality into pixel art,
with one push of a button. But I could not do much with 128*112 pixels shots.
So I modified the Game Boy Camera to put a zoom on it, and add a raspberry pie device between another Game Boy and the camera, all tied together on a bent metal bookend, screwed on a wood plate, allowing me to have video mode that I could stream on a PC.
Now I could shoot videos for animation, but still on a super-tiny size. I was going the wrong way, but in the process, I managed to build a decent pixel art webcam for the most important meetings.