Another video, another showcase of the progress made. It may seem like a small step, but it’s actually the result of countless hours of work, a lot of thought on what to include and what to leave out—especially considering I don’t have the skills typical of an artist or illustrator.
My drawing methods are rustic and amateur, but, at the end of the day, they achieve the intended purpose.
I think that’s what this video is about: showing that you don’t need to set yourself impossible goals, but instead define a clear objective and steadily work toward it.
This is especially true for art in indie games. And, well, that’s precisely the beauty of indie games: the freedom to explore unique and unconventional styles. I’m not saying I’m the most original creator out there; on the contrary, there are already monochromatic games and plenty of 2D games.
But I do feel that the visual style has a lot of personality, despite its simplicity.
Another takeaway I’d like you to have from this video is that creating art for indie games means defining a style that stands out or clearly shows that it’s an indie game. It’s not a strict requirement since I’ve seen indie games with stunning art that rivals AAA games.
But, honestly, with how disappointing the AAA market is nowadays, I believe indie game art should be like a badge, a symbol that speaks loudly, saying, “This is an indie game!”
At least with Mightier than the Sword, I think it’ll be clear that this is an indie project, so I’m satisfied with that.