Choosing an art style and perspective for a project

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2 comments, last by SFotakos 2 years ago

Hi everyone,

How does one weigh art styles and perspectives for a new project?

I'm revisiting a GDD and I keep going back and forth on a angled top down art style and an isometric one.

I did a project for a game dev course and I had something like this:

It worked quite well for the MVP, but I was lacking the 8-directional movement I wanted for the player/enemies.

I think this style would suit the game well, but I wanted to compare some pros and cons against an isometric kind of style.

Thank you for the help.

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Offhand, I would imagine that an isometric style would allow for more detail in vertical structures, as well as a greater sense of three-dimensionality--both by virtue of showing multiple faces/more angles of such verticals than in a non-rotated art-style.

Conversely, however, I would imagine that an isometric style would be more difficult to implement, and a little more difficult for players to navigate.

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@Thaumaturge Thank you for the insight

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