Pixel Tribe's Goddess Order: A Deep Dive into Pixel Art and Gameplay
We had the pleasure of interviewing Ilsun (Art Director) and Terron J. (Contents Director) from Pixel Tribe, the developers behind the upcoming Kakao Games title, Goddess Order. This interview provides unique insights into the development of this pixel RPG.
Droid Gamers: What inspires your pixel sprites?
Ilsun: Goddess Order, a mobile action RPG, builds upon the pixel art success of Crusaders Quest. Our high-quality pixel art aims for a console-level aesthetic, emphasizing narrative. Inspiration isn't drawn from specific sources but from a broad well of gaming and storytelling experiences. The process is collaborative; the initial characters—Lisbeth, Violet, and Jan—were initially solo creations but evolved through team discussions and feedback from writers and designers. This collaborative process shapes the overall art style, ensuring each character’s design reflects their story and role in the game. For example, a character description like "a refined noblewoman who becomes a fierce dual-blade warrior" sparks collaborative sketching and refinement.
Droid Gamers: How do you approach world-building?
Terron J.: World-building starts with the characters. Lisbeth, Violet, and Jan established the foundation. Their inherent traits, missions, and stories organically shaped the game's world. The scenario writing felt less like work and more like experiencing their journeys—a unique aspect of early development. The emphasis on manual controls arose from the power and strength conveyed by the characters.
Droid Gamers: How do you design combat styles and animations?
Terron J.: Goddess Order's combat system revolves around three characters using linked skills. The design process focuses on creating unique roles and positions for each character within a strategic battle formation. This ensures each character contributes uniquely to combat, whether through powerful attacks, support, or strategic timing of linked skills. Imbalances or cumbersome controls prompt adjustments.
Ilsun: Visually, we aim for impactful combat. While 2D pixel art is used, the characters move with three-dimensional fluidity. This is achieved through diligent study of movement, sometimes even using real weapons to analyze actions. This process ensures originality and visual appeal in every character's combat style.
Terron J.: Technical optimization is crucial for mobile gameplay. We strive for smooth, uninterrupted combat, even on lower-spec devices, without compromising the immersive cutscenes.
Ilsun: The game follows the Lisbeth Knights’ quest to save the world. The narrative will expand with continuous updates to chapter and origin stories, along with advanced content and refined controls. Post-launch, players can expect additional activities, such as quests and treasure hunts.
This interview reveals a collaborative and detail-oriented development process, resulting in a promising pixel RPG with a strong emphasis on narrative and engaging combat.
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