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In the world of TheMetalCarrotDev, part 6 - how I made a platforming game try to look 2.5D

Hello, I've been told that my game Stepping Stone Jack: Director's Cut - a game I made that is available as part of a bundle - has a unique art style that is specific to myself:


I thought today, I would talk about how I achieved the quirky look.

The characters:

For the characters, I started out with a simple Vector Art program, saved the images, then opened the images in photoediting software to apply additional lighting effects.

For the backgrounds:

The backgrounds are just a variety, many of which use quirky and catchy photo filters. The backgrounds range from about 128x128 in resolution to about 4096x4096.

Where it gets interesting:

For the lighting, I generally used 1 to 2 large 3D-style lights to light each level. But my secret is that a texture was plugged into the lights, creating a more complex lighting model than is typically standard for such a game.

So my secrets are just using Vector Art which is touched up, using a lot of basic shapes which implies basic 3D, and using lighting that reads from a 2D image/texture to know how to pattern the lighting.

Oh, and using shaders to blend things in when necessary.

But otherwise, it's really not a very graphics-heavy game. If I remember correctly, the graphics themselves don't take more than 40MB - and that's for the whole game.

I'm pretty confident that, as time goes on, I will get better at art and 2.5D art. Even if making a proper sequel to this game has proven a monumental task for me.

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