First look at some very sketchy ideas for monsters you'll encounter in CELLSHOCK...oh and a bit of a first look on one of the characters you play.
#screenshotsaturday#gamedev#indiedev#conceptart
@owenbroadcast Maybe we’re wrongly defining paradise in our modern Western paradigm. Part of the joy of having a garden is tending it, seeing the fruit of one’s labor.
@TheCartelDel I can see this being a big problem for gimmicky game design with very few layers. Not so much for a deeper game design that has a solid fantasy it’s selling that isn’t tied to just game design.
@Youkoulailay I definitely want to keep the proportions, the silhouettes. The texture will probably have the most sketchy-like aspect to them. And they'll have an outline too.
@playtrama It certainly is. It’s a combination of an outline shader, soft textures and lighting. It’s also an intentional lower/mid poly form for assets.
DEI/woke elements are one of several factors. I don’t think it alone accounts for it. I think the other two elements account for most of it.
The high fidelity focus + long dev cycles + 4th wall-breaking elements (like DEI/woke injections) is expensive financially and culturally. Apply this to TV—how much retention remains if a TV show took 7-10 years to release a new season? Not much.