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๐งต Untitled Thread
Anonymous at Fri, 24 Sep 2021 23:55:49 UTC No. 852857
Is pixel art and low poly the only styles that are in the posibilities for an indie 1MA game developer?
Anonymous at Sat, 25 Sep 2021 00:54:09 UTC No. 852865
>>852857
Ofcourse not, you can create as advanced graphics as you are capable of creating.
Problem is you can only make so many assets of that type of quality that you need to be very smart about it for it to feel like it's more than it is.
Let's take one of the most inaccessible things you could set out to do as a one man army for example and make a GTA clone.
You can't create Los Santos alone, it'd take you longer than your entire life. But you can create modular buildings and road grids that can be re-combined
into something that has the flavor of a sprawling city. It's impossible to model a diverse crowd of hundreds of NPC to populate said city
but you can create customizable characters that with cloth, color, skin, hair swaps etc and can start to feel like a crowd.
It'd be a lot more bland and it'd be a lot more samey but if you have a great idea for gameplay that requires 'big map city environment' it's still possible.
If you are a great character artist and animator you can make a fighting game no problem. Fewer character and stages but nothing's stopping you.
Thing is that you're not gonna wow people with the scope of your assets so what little you do have must do something extraordinary
to captivate the audience for enough hours that they wanna keep the game in their library past the refund point.
So if your one man army indie game is to have AAA graphics it must use something else than those grapichs to make your audience wanna look at
the nice visual presentation of essentially the same thing for extended duration of time. It needs an X-factor of engaging/addictive gameplay mechanics.
>If you have to ask posting crying cat it's not gonna be possible for you tho, let's just be real there.
All the above requires that you have that ultra rare one-man-army-sauce of performing seemingly impossible productions.
Anyone crazy enough to succeed would never ask anyone for approval or second guess themselves .
Anonymous at Sat, 25 Sep 2021 00:58:36 UTC No. 852866
>>852857
only larpers think that
Anonymous at Sat, 25 Sep 2021 15:15:37 UTC No. 853029
>>852857
If it's a game with few assets, you can make them with higher quality. More assets > less details.
Anonymous at Sun, 26 Sep 2021 21:26:27 UTC No. 853297
>>852857
As others have said, obviously you can do whatever you desire -- you're the sole dev. The issue is one of man hours. How long is it going to take you to make a high-quality asset? How many of those assets do you need for your project? Decide where your time is best spent.
Anonymous at Sun, 26 Sep 2021 21:39:08 UTC No. 853299
pretty much yes if you want to finish your game in this decade
Anonymous at Sun, 26 Sep 2021 22:27:26 UTC No. 853301
>>852865
The best advice I've seen on this board
Anonymous at Sun, 26 Sep 2021 22:30:20 UTC No. 853303
>>852857
hah! repost.
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Anonymous at Wed, 29 Sep 2021 01:11:02 UTC No. 853763
Make a fighting game. Or make another game with modern graphics, but limited to the same amount of characters/models/assets as an older sprite-based game without using the overrated pixeltrash most indie games do, and find creative ways of milking those assets for everything they're worth, like reskins that behave differently, have different stats, or vary in size.
Anonymous at Wed, 29 Sep 2021 09:19:32 UTC No. 853830
>>852857
if you are that clueless you definitely do not have what it takes. making a one man game means being absolutely exceptional, means being able to learn key skills such as 3d asset making on the go.
stick to modding your favorite game - if you really are the kind of talent that you believe you are, reality will reflect that by you becoming such an outstanding contributor to whatever scene/game you choose that people will ask you to please make your own game (it will never happen).
Anonymous at Wed, 29 Sep 2021 09:50:05 UTC No. 853834
How low poly are talking about? It needs to be lowpoly for games anyways
Anonymous at Wed, 29 Sep 2021 19:35:07 UTC No. 853913
>>852857
Have you ever tried making one before? You should be able to judge your limits. If you can't even code, no quality of art will help.
Anonymous at Wed, 29 Sep 2021 21:45:47 UTC No. 853924
>>852857
higher end non-AAA studio projects with AAA prod quality exist but they all fall into these categories:
1. deeply autistic asians
2. utilize bought/commissioned assets
3. are not 1MA projects
4. frauds
what you can potentially do(assuming you are capable) is do a small tech demo to pitch the idea, something tangible and executed well, then take it and use as a bait for retardfishing
with funds raised, you can try to scale into actual small studio and deliver the promised.
or take the money and fuck off hehe
Anonymous at Tue, 12 Oct 2021 05:05:55 UTC No. 856230
Instead of shooting for today's most impressive graphics, why not try something somewhere in between?
Something like Alan Wake, or something really stylized. Great detail, but not super real with layer after layer after layer of filters and underlying restraints and- just do more with less. Make it look good without being too complicated.
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Anonymous at Tue, 12 Oct 2021 07:06:19 UTC No. 856242
>>852857
I developed a new art style that solved this problem for indies which saves huge amounts of time but looks unique and AAA, but I realized that I don't have the balls to utilize it without knowing if it would drag down the target sales needed to justify it. So instead I am pursuing a more traditional stylized method, as I'm moreso comfortable creating that than braving the total unknown and being subsequentially ripped off. The currrent baseline Lowpoly (flat shade polygon aesthetic) is for shitters who aren't artistic and are willing to compromise on low tier visuals, instead of trying to produce something that will engage the consumer. You can certainly make the Lowpoly modern aesthetic look pretty, but I have seen few and far between those who put effort into their designs.
If you feel you are forced to use lowpoly, go a step further and treat your visuals with care. It makes a serious difference, and could potentially capture the feeling of "soul" /v/ screeches about.
Anonymous at Tue, 12 Oct 2021 07:29:33 UTC No. 856244
>>856242
Authentic homemade /3/ pasta.
Anonymous at Tue, 12 Oct 2021 12:13:31 UTC No. 856264
>>856242
>I am pursuing a more traditional stylized method
yaaawn
Anonymous at Tue, 12 Oct 2021 17:22:10 UTC No. 856316
>>856242
weren't you on your way out, schizo?
Anonymous at Tue, 12 Oct 2021 20:13:01 UTC No. 856352
>>856316
>1601911389665.jpg
It's a copypasta. He did post that originally though.