Update 5! - Environment Art
No game is complete without environment art! This won’t be rocket science for anyone that’s ever used tile sheets, but here’s how we’ve been setting this up in Drodian’s (De)Fault.

We have a very simple 16 tile sheet that all of our levels are based on. Level design uses this to visually block out levels and then we convert that into a series of numbers used in code to actually construct the level.
1, 2, 12, 12, 8, 1, 12, 2, 12, 12, 12, 8, 7, 2, 2, 8, 7, 3,
7, 12, 11, 14, 13, 12, 15, 8, 4, 13, 14, 13, 11, 8, 7, 15, 15, 8,
4, 13, 8, 13, 10, 9, 14, 4, 13, 10, 4, 9, 12, 11, 14, 9, 14, 4,
13, 14, 13, 11, 12, 12, 11, 15, 10, 7, 11, 12, 11, 2, 15, 2, 11, 14,
9, 15, 11, 12, 11, 10, 7, 11, 12, 15, 8, 9, 8, 7, 11, 12, 12, 10,
1, 11, 2, 11, 2, 2, 11, 3, 5, 9, 11, 2, 11, 11, 2, 11, 10, 16,
From this, I draw out a tile sheet that matches the shapes of the tiles, making sure it’s something that works together to form cohesive environments (e.g. walls will blend with edges, floor patterns are consistent, etc.)

And then voilà! We have our levels ready for action in game!

The next step from there would be drawing props that you can overlay with the art in the environment on a more “hand crafted” way. Throw a spider web here, a destroyed machine there, and then you have your nicely fleshed out environments.
That’s essentially our next next step with our environment art at this point.
Working on games for the Playdate can be a bit tougher since you don’t have a visual editor (unless you’re using Pulp), so it was important for me as an artist to be able to quickly generate builds so I could see how the actual art was working in game. This is true for prop placement too, since everything is based on pixel space rather than dragging and dropping assets wherever I please.
Anyway, that’s a short and sweet one today. We plan on having a full unique tile set per 10 floors of Drodian’s (De)Fault, so I look forward to sharing more in the future!
Cheers,
AffinityChris | Drodian’s (De)Fault | Affinity Archives
