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Tiny Space Game v.2 - video game art

In January 2021 I was approached by the developer of the "Tiny Space Game" prototype with an offer to continue working with the team in the new, expanded and improved version of the game, “Tiny Space Game v.2” (final title pending). Naturally, I accepted!
Building up from the prototype, our small team created a new game focused on rogue-like and rogue-lite mechanics.
As you will see on this project, my job went from game development ideas into concept art and eventually 2D final assets to be implemented in Unity. I had the help of a second artist this time, so we were able to divide the work: I focused on the overall visual language and colour palette of the game, backgrounds and gameplay assets. They were in charge of UI design and character & package icons.
Much like the prototype game, our small team worked together and gave feedback across departments to inspire and help each other create a coherent, unified experience.
The finished game is set to be released in late 2021. (This project will be updated then with new pictures and a link to the play store).
In the meantime:
- Here’s a link to my work on the prototype game: https://sarielsnowings.artstation.com/projects/oAQr9w
- And here you can find the prototype in the Google play store: https://play.google.com/store/apps/details?id=com.Kodobolt.TinySpaceGame

Early game development. The whole team contributed to the creation of the new gameplay flow.

Early game development. The whole team contributed to the creation of the new gameplay flow.

Early visual development. New colour palettes. Defining the visual language based on the prototype.

Early visual development. New colour palettes. Defining the visual language based on the prototype.

Menu screens. Gameplay flow ideas.

Menu screens. Gameplay flow ideas.

Gameplay development.

Gameplay development.

"The Universe Screen". A map to plan a route ahead. It was ultimately discarded.

"The Universe Screen". A map to plan a route ahead. It was ultimately discarded.

Concept art for the different levels ("Biomes").

Concept art for the different levels ("Biomes").

Final backgrounds for the 5 (+1) levels. Unlike the prototype, which used manually-created levels, these are infinitely tiling backgrounds, which allows for random generation of levels and is more efficient for both the artist and the developer.

Final backgrounds for the 5 (+1) levels. Unlike the prototype, which used manually-created levels, these are infinitely tiling backgrounds, which allows for random generation of levels and is more efficient for both the artist and the developer.

Concept art for the Dark/Lost Civilization level.

Concept art for the Dark/Lost Civilization level.

Final 2D assets for the Lost Civilization level (the ruins). The alien writing is based off of the ancient and as of yet undeciphered "Linear A" script.

Final 2D assets for the Lost Civilization level (the ruins). The alien writing is based off of the ancient and as of yet undeciphered "Linear A" script.

Concept art: colour palette for the UI (based on the UI design created by the second artist).

Concept art: colour palette for the UI (based on the UI design created by the second artist).

Concept art: Colony Screen (secondary menu screen).

Concept art: Colony Screen (secondary menu screen).

Final 2D assets for the colony screen (Modular colony and background optimized for parallax effect).

Final 2D assets for the colony screen (Modular colony and background optimized for parallax effect).

Concept art: Colour palette for foreground/gameplay elements on each level.

Concept art: Colour palette for foreground/gameplay elements on each level.

Final 2D assets: gameplay elements (4 versions to choose from).

Final 2D assets: gameplay elements (4 versions to choose from).

Concept art / FInal 2D assets: Major Tom, an unlockable easter egg asset.

Concept art / FInal 2D assets: Major Tom, an unlockable easter egg asset.

Temporary promo image for the project, made for personal use.

Temporary promo image for the project, made for personal use.