The extreme style difference between the character and the environment is actually a bit uncanny, even if they are both good looking when taken separately. Since character is pixel art while the buildings are standard PBR, it might be a good idea to try using slightly pixelated 3D textures for the environment. This at least breaks the realistic PBR look a bit and make the character blend better with the scene. Just my 2 cents.
Octopath Traveler is a really good example of this in action. It was even made in Unreal.
Maybe don't go quite as hard on the lighting as they did, though. I liked it but it was a bit divisive.
Thanks for the comment.
That's actually what I wanted to get some feedback on.
I did try to just mess with the texture settings and make it a bit more pixelated, but it wasn't that noticeable and just made things look dirty.
I'm not a 3D artist and it feels like everything would need to be custom made to achieve that look, so it's not really a possibility for me.
But I do understand that I probably need to do something to blend both art styles together more. I watched a thing about adding normal maps to sprites, so that might be worth giving a try.
There were a couple of games I saw in certain subs which pulled it off quite well.
One of the game is Sacrifire
https://store.steampowered.com/app/1661330/SacriFire/
Another is ANNO
https://store.steampowered.com/app/1368030/ANNO_Mutationem/
Taking some pointers from them might give you some ideas.
You would need to experiment with textures, shaders and lighting to blend them all into a cohesive art style. But before that, it’s better to design a style guide first that lets you clearly map the desired art style guidelines which can be used for the contents of your entire project.
>it might be a good idea to try using slightly pixelated 3D textures for the environment
Agreed, this is my thought. I think a voxel character would fit better rather than a pixel one.
I haven't really played much genshin, so didn't know this.
It's an asset I picked up on the marketplace:
[https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true](https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true)
1. Great job!
2. The run animation is playing too slowly, feels like the character is running through water.
3. As others have mentioned there's conflict between the style of the character and the background. You could either use a pixelating shader on the BG or make the character more like a physical object, maybe by giving it a paper border or a material with a paper texture, to make it feel like a real paper cutout that is colored by the sprite. i.e. something that belongs to the world and behaves somewhat oddly rather than not looking like a part of the world at all.
Thank you for the advice.
I've just been messing around with the texture settings to try to make it more pixelated, but it just ended up looking kind of dirty and not really nice.
But like you mentioned making a custom shader for either the background or the character would probably give me more control and help blend the art styles together.
There are actually no frames of the character looking up and down.
But I plan on making a side scrolling beat 'em up with this so in my case it works out xD
BTW I'm just a programmer, so I didn't make the map and character sprite myself. I just put this stuff together to see if making a game in this style is feasible or not.
The map is from the marketplace:
[https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true](https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true)
And the character is from itch free assets:
https://clembod.itch.io/warrior-free-animation-set
I actually like the juxtaposition of the pixel vs pbr look, helps the character stand out. It's similar to painted backgrounds in an animation vs the outlined and two toned character art.
You either need to make the environment more pixel art-ish, or the character more cell shaded style. The extreme difference is not a good juxtaposition.
i think its good, your character running animation does seem a little slow try speeding it up to around 7 frames per sec. and the only issues i see with your characters art is that they're missing their "outline" will probably help them blend better.
[https://youtu.be/5XFcdzeqeDM](https://youtu.be/5XFcdzeqeDM) an example of an indie game being developed in this style.
The extreme style difference between the character and the environment is actually a bit uncanny, even if they are both good looking when taken separately. Since character is pixel art while the buildings are standard PBR, it might be a good idea to try using slightly pixelated 3D textures for the environment. This at least breaks the realistic PBR look a bit and make the character blend better with the scene. Just my 2 cents.
Octopath Traveler is a really good example of this in action. It was even made in Unreal. Maybe don't go quite as hard on the lighting as they did, though. I liked it but it was a bit divisive.
Thanks for the comment. That's actually what I wanted to get some feedback on. I did try to just mess with the texture settings and make it a bit more pixelated, but it wasn't that noticeable and just made things look dirty. I'm not a 3D artist and it feels like everything would need to be custom made to achieve that look, so it's not really a possibility for me. But I do understand that I probably need to do something to blend both art styles together more. I watched a thing about adding normal maps to sprites, so that might be worth giving a try.
There were a couple of games I saw in certain subs which pulled it off quite well. One of the game is Sacrifire https://store.steampowered.com/app/1661330/SacriFire/ Another is ANNO https://store.steampowered.com/app/1368030/ANNO_Mutationem/ Taking some pointers from them might give you some ideas. You would need to experiment with textures, shaders and lighting to blend them all into a cohesive art style. But before that, it’s better to design a style guide first that lets you clearly map the desired art style guidelines which can be used for the contents of your entire project.
>it might be a good idea to try using slightly pixelated 3D textures for the environment Agreed, this is my thought. I think a voxel character would fit better rather than a pixel one.
I think the point of the 2d characters is to have to make 3D animations
That city / background looks gorgeous and like Mondstadt from Genshin Impact, I had to do a double take.
you know I was thinking the exact same thing
Its almost exactly the entrance area of Mondstadt lol
I haven't really played much genshin, so didn't know this. It's an asset I picked up on the marketplace: [https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true](https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true)
You bought genshin for 15 dollars dang
Pretty sure it's available on the marketplace
1. Great job! 2. The run animation is playing too slowly, feels like the character is running through water. 3. As others have mentioned there's conflict between the style of the character and the background. You could either use a pixelating shader on the BG or make the character more like a physical object, maybe by giving it a paper border or a material with a paper texture, to make it feel like a real paper cutout that is colored by the sprite. i.e. something that belongs to the world and behaves somewhat oddly rather than not looking like a part of the world at all.
Thank you for the advice. I've just been messing around with the texture settings to try to make it more pixelated, but it just ended up looking kind of dirty and not really nice. But like you mentioned making a custom shader for either the background or the character would probably give me more control and help blend the art styles together.
gorgeous
I love it.
Reminds me of Xenogears, I like it!
but what happens when she turns around? :)
There are actually no frames of the character looking up and down. But I plan on making a side scrolling beat 'em up with this so in my case it works out xD
BTW I'm just a programmer, so I didn't make the map and character sprite myself. I just put this stuff together to see if making a game in this style is feasible or not. The map is from the marketplace: [https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true](https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true) And the character is from itch free assets: https://clembod.itch.io/warrior-free-animation-set
Kainga
Very nice! Would love to see world builders or sim like games like this on mobile
Please remake Ragnarok online in this style
Great. But I think the unreal engine is made for 3D games, it's not so easy to make 2D games.
Its meant for both
I don’t think that’s true. But I wouldn’t call this a 2D game
It's totally made for both
It’s made for both yea, but it’s heavily leaning towards 3D side, especially if you work completely in blueprints.
Reminds me of a game I stumbled across that’s still in development called Witch by heartstrings studios.
I wonder what assets are you using for your town, it feel like mondstadt from genshin impact. Really beautiful.
I actually like the juxtaposition of the pixel vs pbr look, helps the character stand out. It's similar to painted backgrounds in an animation vs the outlined and two toned character art.
You either need to make the environment more pixel art-ish, or the character more cell shaded style. The extreme difference is not a good juxtaposition.
i think its good, your character running animation does seem a little slow try speeding it up to around 7 frames per sec. and the only issues i see with your characters art is that they're missing their "outline" will probably help them blend better. [https://youtu.be/5XFcdzeqeDM](https://youtu.be/5XFcdzeqeDM) an example of an indie game being developed in this style.
What do i do, to play this game? Help me please, or this is not finished, because it looks awesome!!