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Create free accountlet's talk arts I have created for art sites for my indie strange game in four days and I asked you about your opinion what your favorite ones were and what you thought obviously I read all of your comments thank you very much for participating in the discussion I appreciate it it's very nice stuff when you shout something out it's actually get a response it feels bright so in this video I will obviously tell you my decision and why I took that decision so here's my priority list from bottom to top let's start with the fourth place so the loser quote unquote for me that I excel that definitely not definitely but that finishes last is the Dragons art style I know a couple of you liked it best but a subset can't make it and everybody happy so it's not gonna be the dregs art style and I just feel like the style has
already been done too many times obviously for good reasons because it's a easy style relatively easy style to create it's also very relatively good-looking style it's pretty nice and pleasant to watch SSL is has already been done a couple of times it's the style most people go for obviously even if you go for digital painting there are still hundreds of different sides you can still do with digital painting depends on how you paint it but I think the way I pendant I have already seen that a lot one of my primary goals for the arts that was to grab attention to stand out so even though it looks kind of nice the greatest art style is not the one I'm gonna use and then also it was kind of weird that you could make dragons explode but not not that big of a deal probably my place number three is the flowers art style using that on the top of some lists from
you guys so there were also some people who like the flowers art style the best let me explain why I feel like this is not the correct one for this game the upside is it feels pretty unique it's beautiful and it's something different not too stressful but more relaxing a more friendly art style the downsides firstly think my drawing skills are probably not really up to the challenge or maybe it's just my patience I don't know if I have the patience to draw a super detailed stuff and yeah that's not that big of a deal because you need patience anyway so forget what I've said that's not why it's placed 3 it's mainly the main thing that bothers me about the flowers art style is that it doesn't give you any kind of power fantasy doesn't make you feel like a commander and what I want to do with my game is really pack this RTS strategy feel into a very very short and a very compact
experience but it should still feel a bit like a strategy game you should still feel like powerful commander and not necessarily like a gardener who has a couple of nice flowers and in his gardens and there are a couple of spiders that try to eat the flowers that's not I think that's just not exactly the feel I'm going for if you understand that doesn't mean that this feel isn't valid ok there are probably tons of tons of people out there who like this gardening feel and who would enjoy the style for exactly this reason but I think it's not not what I am going for I'm trying to go further RTS volumes compact nice single-player experience that they can enjoy hope that makes sense also if you're being honest it looks kind of weird and background the super shitty and I don't know what to do with the background so
so yeah that's why it's not gonna be the flowers one very sorry flower skies in place number two if I reveal this obviously it's very clear work place ones but let's continue this place to anyway place to is for me in my opinion the robots art style I think it has a very cool power fantasy it makes you feel really powerful it feels really cool because your characters have a lot of sharp edges and they look pretty dangerous a bad it's this weird kind of low poorly style 3d ish style I wouldn't say that you see this very often in exactly this execution but there are definitely very similar styles out there so I think there is not all that much wrong with robots art style
I think it's would have probably being a pretty good choice we could have made it work definitely the problem is that the number one choice the space art style is just a lot better it's more unique it looks cool it feels cool it gives you a cool power fantasy that's pretty much all I've ever asked for plus I can play with play-doh and have a pretty cool workflow with analog animation stuff I don't have to sit in front of the screen every single day for 24/7 which is nice pretty nerdy art style pretty RTS ish art style but the creatures are unique enough to really make it look different and new and fresh and I think with some changes we can probably make it pretty pretty awesome we're going to continue with the space art style some of uses just why don't you use all of them and let the
player decide so basically an in-game menu where you can choose between different game has a couple of reasons the first one is obviously it's too much work I really wanted to make one good art style instead of four mediocre ones so I definitely have to choose one and then another thing is that having different art styles for one games probably not all that good for marketing because if you scatter screenshots of all those different art sites around the internet then people will probably not recognize your game if they see out that one and then a little bit later lazy artists I'll be they will not be able to connect the dots and tell that those are actually the same games because drastic three skills like this are very uncommon and I feel like using one art style is also a way better marketing strategy because people will remember your game and recognize it when they see it the question arises how will we continue developing this art style we'll see I
think the next thing that we need to do is reworking the background a bit and maybe we will do different versions we need to try a couple of different stuff so maybe we will do the same thing again basically four variations of the same art style that could be a pretty fun and interesting thing but I'm already pretty happy with how it looks and also be aware of the fact that we cannot keep improving this style forever at some point we'll just have to say okay this is done we shouldn't make it too complicated if it looks alright then it looks alright we don't need to keep improving forever I'm a one-man army so we need to make sure that all of the stay is manageable that we don't feature creep the art style too much one thing I definitely want to do very soon is releasing a playable demo for the game that all of you can play so you can finally give me feedback for the gameplay if the gameplay sucks then the arts matter another thing that will be really
important over the next couple of weeks is finding a name for the game because that too is pretty important for marketing if you don't know the name of your game then what are you going to tell the people on the Internet check out my new game it's called and I'm really bad with names so we'll see how we come up with a name for the game space X what do you think about space eggs because the little creatures look like spaghetti monsters we could call it and it's a strategy games or we could call it spaghetti you know a mix between strategy and spaghetti spaghetti
it's brilliant oh really and I come up with the best names no seriously I'm horrible as coming up with names I definitely definitely but please stop me from giving the game a bad name okay whenever I tried to give a bad name to my game passion in the face you need to stop me okay names really important yeah I think that's everything that needed to be said about the art styles see that's cool once again thank you very much for participating in the discussions really that's just really helpful and I hope I can provide some venue back to you you're giving so much value to me and don't know how to keep up with that I really hope you can take something away from my videos if not we need to change something but I hope you do at least some entertainment value and a little inspiration maybe that's this video for today thank you very much for
watching make the world a playground and see you tomorrow
The selection of a definitive art style for an indie real-time strategy (RTS) game is a critical step in establishing brand identity and player immersion. After evaluating four distinct aesthetic directions—dragons, flowers, robots, and space—the developer has chosen the space-themed style as the final visual direction. This decision prioritizes a unique visual identity that supports a compelling power fantasy, ensuring the game feels like a strategic command experience rather than a casual or overly familiar genre entry.
The selection process involved a comparative analysis of each style's strengths and weaknesses. The dragon style was rejected for being overly saturated in the market, while the flower style failed to convey the necessary sense of strategic authority. Although the robot style offered a strong power fantasy, the space style was ultimately selected for its superior uniqueness and the potential for a creative, analog-based animation workflow. The developer emphasized that maintaining a single, cohesive art style is essential for effective marketing, as it ensures brand recognition and prevents audience confusion across promotional materials.
Moving forward, the development focus will shift toward refining the chosen space aesthetic, specifically by iterating on background designs and avoiding the pitfalls of feature creep. Recognizing the constraints of a solo developer, the project aims to balance visual quality with manageable production requirements. Future milestones include the release of a playable demo to gather gameplay feedback and the selection of a final title, which remains a significant hurdle for the project’s long-term marketing success. The overarching strategy remains centered on delivering a polished, compact, and memorable single-player experience.
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Thomas Brush · 2026
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