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Roistock

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A member registered Nov 21, 2017 · View creator page →

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Thank you! Well, there were few things that i think were crucial to the artstyle, and i'm thinking about posting a post-mortem in the near future to tell about the process in a more detailed fashion, but basically:

1. Low resolution textures with decent pixel art

2. Low polycount on 3d models

3. (World) camera renders to a small resolution texture, that is then scaled to the screen size (in this game it was 480x270px, firstly 384x216px)

4. Every texture had no filtering (bi-linear, tri-linear etc.) - in Unity you can use "point filter" -option

5. Use billboarded (pixel art) sprites as 3d objects (such as the hands or NPC's in this case)

There was an actual vertex displacement shader for simulating the PSX-like vertex "twitching" effect, but i scrapped it, because i couldn't make it work with shadows and lights other than vertex lit - and it looked like crap compared to the current way of doing it. 

I added some bloom, grain and chromatic aberration as post processing.

Thanks! I was pondering between letting there be a "hole" in the barriers of the explorable world, so you could find a way to walk around in the "set pieces" of the level (and therefore explore the "behind-the-scenes" parts of the world), but it would've been a cheap trick. 

But it was something smart! The potential partners were just simple planes with simple sprites animated in 2 frames. The main character was being controlled by you! Who were the most händsome män in the (game) univers after all?

Спасибо! The scope was maybe too much and i had no clear vision from the start. So you're from Russia, i assume? Greetings from the neighbor (из Финляндии)