The Art of Hyperviolent
[h3]INCOMING TRANSMISSION.... [/h3]

Drawing from it's retro-inspired roots, HYPERVIOLENT takes great care to maintain a faithful 90's visual experience as much as (in)humanly possible.
[h3]C H A R A C T E R S . . . [/h3]
Character art & design is possibly the most important visual aspect of an interactive game. The art choices made here will define the personal and human elements in a game, as well as the adversarial presence.


In HYPERVIOLENT, our talented team of artists have worked meticulously to craft a horrifying & interesting array of foes for you, Our Hero, to disperse with vigilance.
True to form, HYPERVIOLENT uses 8 directional bill-board sprites for all of the inhabitants of the Commodus Mining Colony. NPCs, Players, & the many ruthless enemies are hand pixeled at each angle the player may see them from.
In the past, many games relied on 3D renders to create these directional sprites easily, but for HYPERVIOLENT, we wanted to do something distinct, and challenging.


Corpses have context sensitive directional pixel art, as seen here:

[ 2D Art by Dmitry Tsoy, Jose Gonçalo & JokJokov ]
[ 3D Art by Zane Batson & Niko Brizar ]
[h3]A R M A M E N T S . . .[/h3]
Weapons are truly a first-person shooter's best asset. The weapon art in HYPERVIOLENT comes from the creative mind of artist Jose Gonçalo, who carefully draws each frame by hand, sometimes employing a simple form of roto-scoping to achieve the unique look.


You can dual wield most of the game's 20+ weapons, giving you nearly endless combinations of carnage, or use Melee & Shield combos as well to swash-buckle your enemies.

Two-Handed weapons have secondary functions, such as the scope on the Catapult Rifle seen here:

Even the in-game pickups are 8-directional!



[h3]W O R L D B U I L D I N G . . .[/h3]
The world of HYPERVIOLENT is a sometimes gritty, often vibrant, sci-fi horror wonderland. Each of the game's nine sprawling levels has a unique look, rendered to life with lo-fi pixel textures, & old-school 3D meshes. Special care is taken to respect the pixel-density of the environments & interactable objects, giving the game an almost voxel-based look.

Levels will start with a base set of tile-like textures, created by pixel artist Jonathan Dodd. After this, the level geometry is constructed, and primitive 3D meshes are placed to flesh out & detail the spaces.


If you like the game, don't forget to wishlist it, so you stay up to date - there will be more updates from us coming soon! And please share your feedback in a Steam discussion or on our Discord server, it really helps us make the game the best that it can be.
- Terminist Arcade
https://store.steampowered.com/app/1409200/HYPERVIOLENT/

Drawing from it's retro-inspired roots, HYPERVIOLENT takes great care to maintain a faithful 90's visual experience as much as (in)humanly possible.
[h3]C H A R A C T E R S . . . [/h3]
Character art & design is possibly the most important visual aspect of an interactive game. The art choices made here will define the personal and human elements in a game, as well as the adversarial presence.


In HYPERVIOLENT, our talented team of artists have worked meticulously to craft a horrifying & interesting array of foes for you, Our Hero, to disperse with vigilance.
True to form, HYPERVIOLENT uses 8 directional bill-board sprites for all of the inhabitants of the Commodus Mining Colony. NPCs, Players, & the many ruthless enemies are hand pixeled at each angle the player may see them from.
In the past, many games relied on 3D renders to create these directional sprites easily, but for HYPERVIOLENT, we wanted to do something distinct, and challenging.



Corpses have context sensitive directional pixel art, as seen here:

[ 2D Art by Dmitry Tsoy, Jose Gonçalo & JokJokov ]
[ 3D Art by Zane Batson & Niko Brizar ]
[h3]A R M A M E N T S . . .[/h3]
Weapons are truly a first-person shooter's best asset. The weapon art in HYPERVIOLENT comes from the creative mind of artist Jose Gonçalo, who carefully draws each frame by hand, sometimes employing a simple form of roto-scoping to achieve the unique look.



You can dual wield most of the game's 20+ weapons, giving you nearly endless combinations of carnage, or use Melee & Shield combos as well to swash-buckle your enemies.

Two-Handed weapons have secondary functions, such as the scope on the Catapult Rifle seen here:

Even the in-game pickups are 8-directional!



[h3]W O R L D B U I L D I N G . . .[/h3]
The world of HYPERVIOLENT is a sometimes gritty, often vibrant, sci-fi horror wonderland. Each of the game's nine sprawling levels has a unique look, rendered to life with lo-fi pixel textures, & old-school 3D meshes. Special care is taken to respect the pixel-density of the environments & interactable objects, giving the game an almost voxel-based look.

Levels will start with a base set of tile-like textures, created by pixel artist Jonathan Dodd. After this, the level geometry is constructed, and primitive 3D meshes are placed to flesh out & detail the spaces.




If you like the game, don't forget to wishlist it, so you stay up to date - there will be more updates from us coming soon! And please share your feedback in a Steam discussion or on our Discord server, it really helps us make the game the best that it can be.
- Terminist Arcade
https://store.steampowered.com/app/1409200/HYPERVIOLENT/