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🧵 Untitled Thread
Anonymous at Fri, 26 Nov 2021 20:30:51 UTC No. 865000
Am I stuck to making low poly pixel art models if I am a 1MA trying to make games?
Anonymous at Fri, 26 Nov 2021 20:34:09 UTC No. 865001
>>865000
You'll never make a game that anyone except for your autistic online friends will play out of pity, Cris.
Anonymous at Fri, 26 Nov 2021 20:48:06 UTC No. 865003
>>865000
yes
Anonymous at Fri, 26 Nov 2021 22:05:24 UTC No. 865008
>>865000
No, look at shit like The Mortuary Assistant
Anonymous at Fri, 26 Nov 2021 23:26:24 UTC No. 865017
>>865000
cris please fucking kill yourself
Anonymous at Fri, 26 Nov 2021 23:45:55 UTC No. 865023
If you’re you? Yes. If you’re anyone else? No. Stop making this fucking thread, the answer will never change.
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Anonymous at Sat, 27 Nov 2021 20:15:08 UTC No. 865188
>>865000
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.