
Roguelike Radio Episode 52: Graphics and Tile Design part 2
Nov 9, 2012
In this engaging conversation, Jagosh Kalezich, an artist from Cardinal Quest, discusses the struggle of sourcing quality artwork for roguelikes. Thomas Whetnall, known for Fuel, shares the importance of collaboration with artists and explores the potential of open-source tile sets. Meanwhile, John Attea, from Dungeon Crawl Stone Soup, dives into pixel art techniques and licensing issues. They collectively ponder the evolution of gaming art and the balance between nostalgia and modern design in the vibrant world of roguelikes.
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Episode notes
Integrate Art And Code From The Start
- Pair programmers and artists early: make code that fits art and artists aware of code constraints.
- Integrate visuals into gameplay rather than tacking art on at the end to avoid costly rewrites.
Polish Can Drain Designers
- Many designers prefer to focus on rules and gameplay, and polish can feel like a burden that slows them.
- Collaborating with artists or programmers can reduce burnout and improve final presentation.
Find Artists Rather Than Forcing Yourself
- If you dislike making art, recruit an artist quickly; artists are abundant online.
- Expect negotiation and quality differences; finding a reliable, skilled artist can take effort.
