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How we found our visual style for Flat Kingdom. A few tips for young aspiring artists.
Fat Panda Art Director José Luis Acosta explains how they've found their own art style in Flat Kingdom and gives some tips for beginner artists. He also goes into details about the design process behind boss Fenrir, the ice wolf.
The first steps.
Since early stages of development we wanted the game graphics to be in 3D. At the time it seemed like a good idea, but as it tends to happen with your first game, there’s a lot of things we did not consider.
Most of the time as indie studios we want to do what other triple A games are doing, but we do not stop to ask ourselves if we even have the equipment, time, budget and skill necessary to achieve it. That may sound awfully pessimistic, so don’t get me wrong, I think there are some very important questions to consider when you’re crafting the visual style of your game.
What can we really do and how to do it as best as possible.
When we answered that question, we took a step back from development to think things over and make a wise choice. Here in the art department we had a lot of experience drawing and animating in 2D, so we decided to put all that talent and expertise to good use, and well, the game may not be a triple-A graphic style dream project, but we managed to reach a unique style and we’re very pleased with the results.
Searching for uniqueness.
Here you have some of the main Flat Kingdom references.
One of the strongest influences throughout the process was everything we found made with paper ( cuts , origami, etc.) those very geometric ways helped me a lot to easily abstract certain things to their simplest form. There were games that served as a reference, as Paper Mario, Guacamelee , Alto’s Adventure, and the Kirby series, among others.
Our most relevant artistic references were :
Medieval Art : Whether caricatures or real references or fantasy films .
Pop up Books: As books for young children, they show relief and depth between objects.
Geometry: Imposing geometric figures on all scenarios and force the enemies shape.
Alto’s Adventure: Flat Design, style color, very fine design and minimalism.
Paper Mario : The outline style characters , origami , and flat shapes .
It’s quite normal to take inspiration from the work of the people you admire, the hard part is to turn the result of that inspiration into something that is truly yours.
Instead of speaking of other games, take the example from above. What can we do that has not been done before? If I had only used the triangle reference, I would probably come up with another triangle, maybe of a different size or color, but another triangle nonetheless. Our work is the sum of all our references, experiences and personal style, so we must come up with something different with that mix, like in this example, where the sum of two shapes results in a new one.
Some of the references we chose to design Hex, our villain.
During the development we took all this and turned it into the visual style of Flat Kingdom. I advise you to collect a lot of references, that way you have more materials to combine and make something truly unique.