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(Technically more like 2.5D since there is 3D lighting.)
Environment art all hand-painted by Jen Zee in Photoshop.
All the assets are sprite-based. Some of the characters (such as Red) are 3D modeled and then turned into thousands and thousands of frames of animation. 3D modeling and animation was all done by Camilo Vanegas.
User interface and visual effects were all done by Josh Barnett.
Thanks for the fast reply, trying to learn game making engines for a few ideas I have had, and loved the art style and POV of this game. Must admit, both Transistor and Bastion have inspired me; they are video game art to me. Well off to learn Game Maker.
Game Maker has produced some awesome games. I want to go learn more of it myself. Hotline Miami, Risk of Rain, Gunpoint, and Samurai Gunn were made with it -- great-feeling, lightning fast 2D.
Indeed, but I have to learn all of this from scratch, so hopefully I have some talent haha. Thanks again and good luck with future projects, Supergiant Games is a great studio.
Hey kid_zomb , thanks for the insights.
Supergiant games and your artstyle has been an inspiration for me as well.
Can i follow up with couple of questions of my own :
1) Enemies were also 3D modeled?
2) If you already modelled the characters, why did you go with sprite-based assets?
3) Was this process most cost-efficient (or faster?) than the traditional 3D models & animation?
Best Regards
Raul