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Object Design Guide
schmidem edited this page Aug 30, 2022
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This design guide was created to ensure design consistency amongst all entities developed amongst teams (main character, enemies, terrain, buildings). A document was created to collate all of the design discussions between teams so that they can be reviewed and adjusted if needed.
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Pixilart
- When exporting a png, download x 4
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480 X 270 pixels
- ~¼ of full screen view
- Note: these are the visual design pixels (not the technical ones!)
For the purpose of detail in designs, this has been scaled up x1.5 and will be scaled back down for implementation
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Main character: 75 x 75 pixels
- Takes up 1 tile max
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Enemies: 64 x 64 pixels (medium size)
- Small & medium: takes up 1 tile max
- Large TBD
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Terrain:
- Tree: 60 x 100 pixels max
- Bushes, rocks and other terrain takes up 1 tile max
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Buildings:
- Takes up 1 tile max for small structures
- Large TBD
Note: the object to game screen ratio is no longer accurate as it’s technically now cropped due to enlarging the grid and objects
For reference: the detail level on this crab is similar to the enemies medium size
- 1 pixel dark coloured borders/outline
- No pixel blurring (see crab above for reference)
- Sun is directly above
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Moving objects (main character / enemies)
- Flat, front-facing (but still 3D)
- (Source)
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Stationary objects (terrain / buildings)
- Isometric according to grid
You can use these .pngs below as templates to help create your designs if needed:
- These files will be saved as “object_guide.png” and “tile_guide.png” on the Studio’s Drive
- To use as a background image in Pixilart:
- Settings → Tracing → Upload
- To use as a background image in Pixilart:
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