Exploring Style in Limitation: Part 1

I’ve been meaning to start a devblog for a long time now, and I got motivated to do it after watching Masahiro Sakurai’s pretty damn good gamedev series. If the dude can make that on his spare time, I sure as hell don’t have a good excuse to postpone writing this.

With that said, since we’ve recently launched Horizon Chase 2 on Apple Arcade, that seemed like a good moment to talk a bit about one of my favourite topics and biggest challenge on that game: using product limitations to guide your project’s artstyle.

This first part will be more introductory, focused on discussing the concepts and effects on development.

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