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Dev Log #2 Production

In recent weeks, our team has been fully immersed in the physical production of the game. As one of the artists, the process of creating visual elements has been smooth, thanks to the comprehensive game background and the valuable art bible. Having these two resources allows me to gather inspiration on Pinterest or learn pixel art techniques whenever I encounter any challenges.

Specifically, my main responsibility is to create artistic assets for the game levels, focusing on backgrounds, level UI elements (such as the HP gauge, etc.), items, and even crafting a simple animation for the item conveyor belt. Drawing these elements isn't particularly difficult; however, my focus lies more on how to layout the UI within the levels. I aim to avoid making the UI (like the package counter or pause button) too simplistic, as it may lack texture. I want the UI to be eye-catching, with icons clearly conveying their meanings to players. At the same time, I don't want the UI to appear dull, similar to the icon plugins on Miro Board. I hope to incorporate some creative elements that align with the factory theme.

As of the current results, I'm not entirely satisfied. I designed the UI to resemble USB plugins, but this style seems to lean more towards technology rather than a mechanical theme. Although I believe the UI effectively communicates information, I still plan to make some adjustments. Alternatively, I'll wait for the next playtest to observe player reactions and selectively refine it.

Overall, the game development process has been smooth, with everyone diligently progressing in their respective tasks, and I am committed to continuing my efforts.

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Hi Hejie! I think the art assets you've created are exceptional, especially your deep thought and commitment when tackling the challenges of UI design. You've managed to focus not only on functionality but also on ensuring that the design aesthetically aligns with the overall game. Considering your goal to avoid simplistic designs, have you thought about incorporating elements like gears, levers, or factory signs to enhance the game's theme? Perhaps adding more animations or visual cues could make the interface elements more intuitive and engaging, without detracting from the game's overall aesthetic. In summary, I truly appreciate and am grateful for the effort you've put into this team!