The art in Cally’s Caves was done entirely by my good friend Dave in an open-source pixel art editor called Aseprite. Well we were very happy with the art as a first effort – Dave taught himself how to do it in just a few short months – there’s always room for improvement, and some of our reviews commented on the art in a not-so-positive way. I know that with Cally 2 it is incredibly important to have the art be amazing, and comparable to the best art on any iOS game, in order to have the best chance at success. Things evolved naturally when Dave moved to a different city and let me know that he probably wouldn’t have enough time to do the art on another game (he will be staying on in a design/level editor capacity).
I posted on the TIGsource forums about looking for a pixel artist for Cally’s Caves 2, linking the first game and hoping and praying someone would answer and want to collaborate with me on the game. Enter Pablo, an artist who emailed me asking if the position was open and sending me a portfolio of some of his work. I instantly jumped at the opportunity, recognizing his work as exactly what I was looking for. The first actual work he sent me for Cally’s Caves 2 was this promo image, which you may have seen before on this blog:




