Many people talk about making games, very few people do.
I aimed to make a tongue-in-cheek, over-the-top, multiplayer/singleplayer, side-scrolling shooter/beat-em-up. My partner Patrick Marko and I
aimed high and blasted out of creative comfort-zones.
The Art Style
Creating a comprehensive art style was not easy, we went through three
iterations from 3d, to hyper realistic, to the vector art style you see now.
This style was chosen because it serves a purpose. It allows the player to
see silhouette of other players, and potential hazards even from a distance,
due to the art styles heavy use of silhouettes.
A Race Against Time
One of our biggest problems was time, with five weeks to learn all that we
could about making a game, then implementing it. The odds were not on our side,
thankfully the art style helped a lot when animating allowing us to create assets
fast to complement development times.