Roguelike Radio

Episode 51: Graphics and Tile Design part 1

Nov 8, 2012
Jagosh Kalezich, a graphic artist from Cardinal Quest, joins Thomas Whetnall, indie game developer and tile artist, along with John Attea, known for his work on Dungeon Crawl Stone Soup. They dive into the intricacies of graphics and tile design in roguelikes. The experts discuss the balance between minimalist visuals and gameplay, the challenges of transitioning from ASCII to tiles, and the importance of collaboration in game art. They also reflect on the role of color palettes and the creative freedom found in indie game development.
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ANECDOTE

8x8 Tiles Led To Fuel

  • Thomas Whetnall started an 8x8 tile blog that led to collaboration on Fuel after Ido contacted him.
  • The tiles gained downloads and one Android game used them in action, proving community interest.
INSIGHT

Graphics Must Serve The Game

  • Graphics must be integrated with gameplay and setting to feel cohesive and purposeful.
  • Darren Grey argues that style should reinforce mechanics and atmosphere rather than act as mere decoration.
ADVICE

Prefer High-Contrast Silhouettes

  • Use single-color silhouettes and high contrast to retain ASCII-like clarity and visibility.
  • Thomas Whetnall recommends monochrome silhouettes to keep images readable and imaginative.
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