Thursday, September 27, 2012

The Wonderful World of 2D

So with our next game we are putting aside the Z axis and embracing 2D art again. Why you ask? Well, here are a few reasons:

  1. 2D art is much less resource intensive when it comes to displaying something on screen. Don’t have to worry about a poly count anymore, because it’s just a flat image.

  2. Marguerite is a great 3D artist, but when it comes to 2D there is no one better.

  3. 2D art requires less time to create.


So how are we building it? The answer is Futile, a 2D sprite generation code base that Matt and Mike found. It is an open source project, freely available on github. The whole idea behind it is to make Unity act more like XNA.

Our experience thus far with the code set has been fantastic, one of the best ways to handle 2D sprites in motion. In addition, simple, repeating animations (something endlessly going back and forth) can be created via code instead of through frame-by-frame animation (Time consuming for the artist, and resource intensive on the code).

Because this time we actually know what we are doing, we have been planning for an eventual (possibly simultaneous) iPad release. This means, that the art we have created thus far is all at a retina display (stupid high resolution).  So iPad 3, here we come (eventually).

So without further adieu, here is a piece of Marguerite's art that can be found in our next game:

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