[Game Dev. Journal]“Within” Art Design: Full Fulfillment of Creativity on Hardware Performance Limit
As the first game of Silver Lining Studio, “Within” features a narrative-driven game with dark fairy-tale atmospheres.
Right now, the full game is still under development. You can download the Beta version of “Within” on Google Play and TapTap. The Beta version includes few beginning Chapters of our game.
In this journal, we will mainly focus on sharing how we fulfill our main art style under limited resources.
Set a Minimum System Requirement
Unlike most of the side-scrolling games, Within presents game scenes with a hand painted style. In order to achieve this goal, we adapt tons of asymmetrical edges and even graphic design. The accumulated amount of 2D graphics could be considerable. Among all the existing SoC (System on a Chip) specs, we set our goal of making the game being able to run under 30 fps on Snapdragon 630.
Bring out Three-Dimensional Space on Human Sight
How do we create a three-dimensional space in a 2D side-scrolling game with limited load of hardware is a technical problem we have to conquer. After several trials, we finally divided the whole scene into 5 units to create a three-dimension like scene, which are foreground, midground, background, camera effect, and the interactive objects.
We set the distance between camera and each block according to their features. Use the camera & perspective viewport layout, every block would move in a different speed in the scene, and so we create a satisfying spatial presentation for players to experience.
Art Design With Limited Performance
There are around 200 elements averagely in every Chapter, and that does not include physical colliding calculation, game effects, animation and UI elements.
These elements could be a higher cost of performance. Therefore, we use batch render to manage the elements in the scene, such as use same material and sort layer.
The advantage to separate the whole scene into 5 blocks, is to prevent the rendering interaction between objects from different blocks.
The other reason of performance limited, is to reduce the restraint of creativity, so our designers could edit any individual object anytime on the overall game construction flow.
Use script to integrate export and the feature of engine, we could simplify the dull process “from art design to game scene presentation” and also reduce the possibilities of making technical mistakes.
Finally, we’d like to invite you to try out our Beta version! We highly look forward to receiving your feedback! To download the game, please check out the URL below!