Bummenphist
Member
- Jul 21, 2018
- 223
- 355
My issue with art is not whether a characters look "bad" (it's in the eye of the beholder, after all), but whether they go off model across a game or story, or get radically redesigned but not updated for all images. I definitely prefer some styles over others (2D over 3D for example), but that's not something for the devs to worry about, everyone has different tastes.
I am struggling (valiantly or pointlessly - not sure which) to make a game with a similar flavour to Witch Trainer (among others) and as I am trying to do it all myself, the artwork is something I plan to leave until last, using placeholders, so that the mechanics and storyline work cleanly.
So maybe, while the game is still being worked on, the artwork is not an issue until everything else is done, then it can be updated accordingly, (maybe based on some user feedback). Character depth and development, plus solid, clear storylines are the priority in my book, and art is the icing on the cake.
However, paying for an artist's time might not make that viable either. So no single correct way to go about it, I guess.
I am struggling (valiantly or pointlessly - not sure which) to make a game with a similar flavour to Witch Trainer (among others) and as I am trying to do it all myself, the artwork is something I plan to leave until last, using placeholders, so that the mechanics and storyline work cleanly.
So maybe, while the game is still being worked on, the artwork is not an issue until everything else is done, then it can be updated accordingly, (maybe based on some user feedback). Character depth and development, plus solid, clear storylines are the priority in my book, and art is the icing on the cake.
However, paying for an artist's time might not make that viable either. So no single correct way to go about it, I guess.