Oxenfree wallpaper minimalistic10/10/2023 ![]() ![]() Sean: Ruel and the rest of the team really took a long hard look at why we weren’t able to achieve the vision. Q: What was the solution for that? An entirely new art process for the game? ![]() We realized that in order to achieve the look we wanted, the characters had to be 3D but we needed to remain true to our original 2D concept art. Ruel: Sometimes failure will push you to figure out creative ways to solve problems. We were only halfway happy with the in-game results and it was taking twice as long to make. So in the early days of Afterparty, not only could we not match the look we were aiming for, but everything was taking considerably longer to build. The team pulled it off with Oxenfree, but that game had such a minimalist art sensibility. Our goal from the beginning was to translate the concept art into gameplay, but we underestimated how hard that would be with this new look. ![]() But as prototyping began, the in-game art was lacking the funkiness and mood of Claire and Beverly’s concept art. Sean: When we started production, we intended for every asset to be built in 3D. Q: Looking back, Afterparty’s art style has changed a lot since we began production, hasn’t it? That meant we needed to change our approach to art and to how the team was structured. More characters on screen, more dynamic events we wanted to take a big leap forward for this game, as well as the studio. For Afterparty, we were still aiming for a handcrafted aesthetic, but with higher fidelity and more liveliness than Oxenfree. Sean: In the broadest strokes, the process of making Afterparty is like creating multiple, larger versions of Oxenfree–there’s more complexity in the design, art, and script, which led to a bigger team.Īlmost all the background art in Oxenfree was made by one person, so the game felt very personal. Q: How has Night School’s production process evolved since Oxenfree? Now that we’re well underway with Afterparty, we’re reviving our long-dead developer’s blog! Below, studio co-founder Sean Krankel and art director Ruel Pascual chat about Afterparty’s art style, our production failures and triumphs, and how we’ve evolved since Oxenfree. ![]()
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