I’m not into the whole idea of pointless list making on the internet, but I felt that I needed to share what I’ve learned over the years, things that I keep having to remind myself of constantly.
I’m a creator of games that are either 2D or 2.5D that make use of a lot of pixel-art, and I want to eventually go pro and make a hit and all that jazz, that’s my goal. As the market has evolved for PC games, it’s gotten more and more competitive, and I’ve noticed what’s needed in my own work in order for me to be able to compete with these games that inevitably are just going to have far better visuals than me.
These three principles I’ve started to apply to my visuals, and when I say apply that means that every single shot has at least some element of every single one of these. There are a few more factors than these, but these are the ones I always slip with. My theory with each of these three is that you’re trying to give someone a sense of ‘brain stimulation’ so to speak, in the same way you would want to with sound. These three keys seem to lead me in the right direction in creating something that people can relax and latch their brains onto:
1. Movement - Never have a single shot in where everything is static. Have characters breath if nothing else, or text that slightly wobbles, or text boxes that have an animated metallic shine, or little faerie spirits or light bugs floating around, there are a lot of ways to do this without having to spend a lot of time. I have very limited animation, so this has been a very tricky challenge for me personally.
For this what helped me the most was having this wind shader by Boxophobic, it’s worked wonders for me:
I put it on my bushes, trees, and I even put local detail wind motion on my npcs with unique materials per npc so that they all breath in slightly different intervals (you probably don’t want every npc or character breathing exactly in the same motion). Now that kids that have been playing things like The Witcher 3 start playing my game after and instead of going “why’s it so pixelated”, they have a reaction that’s a little more interested because their brain is being stimulated all the same, though probably to a lesser degree I guess.
I’ve had to learn this lesson the hard way for about 2 decades now of creating animations and working creating 2D and 3D games. Think about this…You could make a 2D webcomic that’s black and white and people’s brains would kind of pass it by these days, but if you have a 2D animation that’s black and white with fluid movement allows for a sense of stimulation that people latch on to.
2. Varied Detail - Make sure every single shot you avoid ‘plainness’. Thankfully detail in 3D doesn’t have to take a long time, but it does mean that you need to know what GPU Instancing is. This one can be extremely challenging on mobile, and with what little experience I have working with mobile I can tell you you’ll need to focus on smaller focal areas in where the user has their focus, at least until all these expensive Apple chips get cheaper and everyone’s using them.
3. Shinyness - A sense of dreamy shininess, even if it’s subtle, in every single shot. If it’s not cloudy in the day the sun, reflective water, at night get a solid commercial glow shader like MK Glow (there’s a free version too) for lamps, lights, etc…, it’s well worth it.
…Maybe one other, Color Value and Color Theory - I could go into color values and color theory, but those ones I always seem to remember, so these are just my top three things that I have to examine, go back and take a look at. For color theory and color value, my trick is just to have Photoshop open at the same time I have Unity open and playing in game so that I can make adjustments, save the texture that’s already applied in Unity, then Unity will re-import it and automatically apply it in real time so that you can get instant results to look at.
I am not trying to advertise anything, but here are some shots of my own recent improvements on my game to give some examples. I’m still looking for ways to improve this and I’m paying attention to those three principles. One idea I had was to use volumetric lighting to get rays of sunshine, which would fall in line with the whole shininess rule I’m going by:
https://gifyu.com/image/kSmt
https://gifyu.com/image/kSm5
https://gifyu.com/image/kSmr