@raskulous i don't sell stuff these days, but DM me your email and i'll be happy to send you the uncompressed file. FYI There are 3 reasons it might be tough to get a decent print of it: how nuanced and non-primary the colors are, it has no soft shading or gradients, and it's a tad dark.
Here is fan art I did based on an FPS game called Hrot. Hrot is inspired by Quake, but is steeped in Czech history and culture. It's apocalyptic, dire, but very charming and I recommend it.
#Hrot#fanart#illustration
Some pixel plants. I have a huge library of 300+ everyday props I've made sitting in a folder and I constantly talk myself out of sharing them.
Sometimes, making plants is effortless and sometimes it's excruciating.
#Pixelart#ドット絵
@arastryx A swift is basically a swallow irl, but although I didn't really reference any birds, I suppose I was probably thinking about hummingbirds and kingfishers in regards to its proportions/silhouette
Log/Bestiary illustration for a new enemy called a "Swift" in Returns. probably the most hated enemy in the game for some lol
#riskofrain#pixelart#ドット絵
@theartistjulian Thanks, that's so nice of you to say :) I love your artwork too!
The artwork for Returns was definitely something new for me, which made it very exciting from the get-go. Who knows what the next project will bring.
My favorite piece of artwork that I did for Returns. I was happy with all of my illustrations but something about this one captured my full imagination.
Working in a rough pixel style frees up all reliance on tools/workflow and I can focus on what matters.
#riskofrain#ドット絵
A selection of my favorite item icons for the game.
Doing the item icons for the game was probably the most fun work I did for the whole project, because of the specific resolution, the quantity of them, and how varied they were in theme!
#riskofrain#pixelart#ドット絵
@JustASt20552426 Without going into too much detail, i will say i had immense creative freedom, providing the game fit the tone and charm of the original. Initially, I just created a huge list of things to do because, as it's a recreation, a lot of (not all) the work is known from the start.
Some props from various stages. goal was to give each stage unique series of shapes, patterns, plants, sculptures, and textures. I can do these forever, insanely fun stuff! #riskofrain#pixelart#ドット絵
@emanueloumanu For these props, there were no concepts. I did concepts myself for the new enemies and other parts of the game, including stages, though. Otherwise, the visuals were built on the foundation of the original Risk of Rain, which had very sparse stages.
@raulsangonzalo rorr colors had to somewhat resemble the original game, but In general, i try to find harmonious colors that are unusual; I look for combinations i haven't really seen often (or at all) before. i tend to stay away from primaries and common complementary schemes. I also love gray.