When designing rooms, consider the players who will inhabit them. Think about how you can encourage roleplay by creating natural areas to group around, furniture to walk behind, sit on or hide in. Characters are the main focus, therefore avoid pure black to help them pop. Bring in the character references so you can maintain scale and line thickness.Â
After doing your own research into our primary references in the style guide, take a look at what we've designed and consider how your work can complement them. We currently have day and night sets. Our palettes will help you ground your design, but feel free to experiment. Minimal patterns and flattening use of our texture brush work towards our simplistic 2D look.
You can use any art program. For paintable furniture, you will need a program that supports both aliasing and anti-aliasing. We recommend Krita - and it's free!
When setting up the canvas size, consider how many players you want to fit up to our limit of 16. Rooms are cuboids, which when viewed from the players perspective makes for a symmetrical trapezoidal walkable area. If you design a differently shaped floor to its walkable area, the break in logic will confuse and frustrate players. When importing your backdrop, you can control the character size and the horizon and depth of the walkable area.
As furniture can be resized, we recommend designing in higher resolutions before exporting as a .png.
Create an additional .png to tell the paint system what areas are paintable. When importing, pick its default colour.