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This is 1/3 of this month's Q&A. Folks in the 🔵 and 🟣 tiers will get the opportunity to ask new questions in the last week of the month. The first video this month will be free to the public, partly to help market the Patreon, but also because Shen's question felt like a very broadly applicable one rather than something more project-specific.

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October Q&A 2/3: Heist Racoons and Gradual Theme and Art Development

In this video I try to answer a Patron's question about the art direction, theme and mood of their game, which has a very charming premise. Games mentioned are Ape Out, Hotline Miami, Monaco, Invisible Inc, and Burgle Bros.

Comments

Trash Bandit

Thank you for answering my question! Bad North was definitely in the vein of tension/francticness that I was thinking about -- and I think your point about franticness comes from having to manage a lot of things at once is really what I need to focus on. I have just started Invisible, Inc. recently too, but not Monaco so I'll pick that ASAP. I have also been wondering if isometric view would be better, so that point is extremely well taken. Thank you again! I will re-watch this and start putting more time into art!

Chris Zeitport

I love the racoon idea.... :-) Reminds me on a kids book, ricky racoon steals an apple pie.

Ignacy

The "mixed perspective" (top down level, side characters etc) is amazing way to communicate it's turn-based. It immediately looks like board game if done right. I guess it's because when it looks that way, it's readable, but you just can't imagine it animated, and even if it was shoot'em up where only bullets go fast, I wouldn't make any sense.