Development Diary #2: Art Style

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).

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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:

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Development Diary #1: Making a Sequel

I’ve decided to write a weekly development diary about the process of making Cally’s Caves 2.  I’m doing it mostly as a design tool to help me reflect upon decisions I’ve made while designing the game, with the hope that it will help me think about the ideas from another perspective and help me create the best game I possibly can.  So it’s a personal tool, but if you read it and enjoy it, it certainly can’t hurt!  To begin, here’s a bit of background:

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In June 2013, having quit my day job, I decided to try and make a video game with my good friend Dave.  The main barrier we faced in this venture was that neither of us had any experience in game design.  Sure, I had programmed some little bits of software on my Commodore 64 as a kid, but nothing resembling a full game, and that was 20 years ago.  Inspired by the likes of Tom Francis and Steve Gaynor, who both made amazing independent games (Gaynor had experience but left a big company to make a solo game, and Francis had no experience but kept his day job and learned how to do it at night), I enlisted Dave and we set out on the path.  By October we had finished Cally’s Caves, and released it on the iOS Appstore.  There’s no need to get into the thought process behind the design decisions we made here, but since its release we’ve had 7000 downloads and although we didn’t make any money, it was a personal success for us both – we proved to ourselves that we could ship a game.

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