The Art Design of Starweave
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[/p][p][/p][p]This is the first of our discipline devlogs for Starweave! First up, we have art design insights from art lead Ena. For the full schedule, please visit our Steam page.
[dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][p]What inspired the art design of Starweave?[/p][p][/p][p]I vividly recall wading through Google search results to engrave the meaning of Art Deco and Greek architecture into my brain, haha. And of course, anything related to stars and fate somehow found its way into our designs, in one way or another! [/p][p][/p][p]Some of our real-life inspirations I remember looking at include I Was A Teenage Exocolonist (general set dressing and 2D assets), Arknights (their 2d sprite aesthetic and grid-based map system), and Sky: Children of the Light (there was a very good guide on lighting and emotion that we referenced).[/p][p][/p][p]How did you decide on the “2D in 3D” look for the game?[/p][p][/p][p]I think the main driver of the 2D and 3D look was its flexibility with level design. It allows us to more easily craft a tactical RPG with its grid-based battle system while maintaining the anime-like art style (and playing to the strengths of our character artist, Leni)! I think we also really liked Arknights and were inspired by how they operated (2D Spine-animated characters in a 2D-3D stylized environment). [/p][p][/p][p]Much of this is Rachel’s credit to be had – she had an incredibly strong vision of what Starweave would be like from the start (a very detailed moodboard of each zone’s colors and its narrative evocations), and this all drove the art direction forward in ways that wouldn’t have been possible otherwise.[/p][p][/p][p]
[/p][p]It’s been a while, so I don’t quite recall, but I think another reason for the 2D & 3D style is so we can play to our artist’s strengths: we onboarded an incredibly talented 2D animator (shoutout to Juan) and VFX artist (Melon!). We also wanted enough flexibility to let people practice their weaknesses (it is education!), so we made sure to include positions for people who wanted 3D, 2D, texturing, and VFX – truly, it felt like we had the entire game art pipeline in a single project.
[/p][p]It was so heartwarming to see people band together with a willingness to pour their passions into Starweave during recruitment – I recall getting sporadic dms from Rachel at like 10pm at night; something along the lines of “we’re adding another artist to the project” and I’d just sit there in shock (as a first-time producer/art director), shaking as another talented artist joined the team hahaha.[/p][p][/p][p]What is your process for art direction? Where do you start on a new project?[/p][p][/p][p]Research, concept, a lot of reading! This wasn't the process used in Starweave since I was just starting to learn art direction, but generally, I start by playing games in the genre, getting a feel for what could fit the technical scope of the game, and meeting often with the design team to understand their vision. [/p][p][/p][p]Outside of that, it’s always good to read books, take interesting walks in nature, visit art museums for fun and try new things! I think one of the funniest things I kept going back to while making Starweave was the architecture of the building where I went to university.[/p][p][/p][p]What was your own personal goal for Starweave? Did you achieve it?[/p][p][/p][p]Part of it was to learn as much as possible about art direction and production since it was my first lead project, but the other part was purely a love of the game. I adore (still) the bittersweet story of these four characters and their desire to better the world, only to be torn apart by their dividing feelings about blindly following the path others have sown for them. [/p][p][/p][p]I hope the art in this game can properly support the narrative's emotional impact and that its aesthetics can draw more people into the game! I hope the people who end up finishing Starweave like it as much as I do![/p][p][/p][p]
[/p][p]Did you face any challenges you had to overcome on this project?[/p][p][/p][p]So many hahaha – my fondest memory is of late-night calls with my producer (Ashley, ily) reworking the burndown for the nth time because of scope creep, deadlines we realized were unhittable much too late, or changes in the artist's schedule. Another fond memory was of our 7am design meetings where everyone sounded like they had just rolled out of bed (and we likely all had hahaha).[/p][p][/p][p]Is there any particular piece of art or design that is your favorite, and/or that really captures the spirit of the game?[/p][p][/p][p]Yes! I love the first visual Rachel gave us for the project's “vibes”; a signed poster of it remains on the wall of my childhood home to this day.[/p][p][/p][p]
[/p][p]This one! It was in her pitch deck and was one of the things that really sold me on the game.[/p][p][/p][p]What have you been working on since Starweave? Any highlights?[/p][p][/p][p]The Werecleaner is the game I went into with all of my Starweave knowledge, empowered and determined not to make the same mistakes! I sometimes wish that I had been able to make Starweave with the same experience that I had when I worked on Werecleaner, but I think the beauty of it lay in the fact that Starweave was the predecessor to Werecleaner, and I think the latter could’ve only been such smooth sailing because of the former.[/p][p][/p][p]
[/p][p][/p][hr][/hr][p][c]Hi! I’m Ena, art lead for Starweave! I handled a lot of the task assignment and feedback that usually falls under art direction and art production, but the lines do get a little blurred here and there. I fell hard for Starweave from the moment I saw the pitch (stars and birds, breaking free from destinies forged by another, wrapped up in an evocative yet cute game about teenagers conscripted to save their world…); I felt so targeted in that moment haha. Outside of Starweave, I’m a huge fan of narrative games of many genres ( The Nonary Games, In Stars and Time, Hatoful Boyfriend, to name a few)! [/c][/p][p][/p][p][c]I’m usually somewhere in a hole in the woods (or my room) drawing my cute delusional characters with a scatter of writing here and there to change it up a little. My dream is to buy a big house and live in it with all of my friends, and then get a koi pond for the 2 feet long goldfish I plan on having. (Waving my wand around) I shall then grill fish for my friends and we will all overcome the horrors of capitalism together. As for my current status, I am hard at work manifesting this vision into my immediate future at my desk job as a mobile games producer… 🙂↕️ [/c][/p][p][/p][p][c]All things considered though, I hope you all truly enjoy Starweave! It was a journey both during and post production cycle, and I’m so, so delighted that it’ll finally see the light of day. [/c][/p][p][/p][p][c]May you all weave your own stars into this universe.[/c][/p][p]
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[dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][p]What inspired the art design of Starweave?[/p][p][/p][p]I vividly recall wading through Google search results to engrave the meaning of Art Deco and Greek architecture into my brain, haha. And of course, anything related to stars and fate somehow found its way into our designs, in one way or another! [/p][p][/p][p]Some of our real-life inspirations I remember looking at include I Was A Teenage Exocolonist (general set dressing and 2D assets), Arknights (their 2d sprite aesthetic and grid-based map system), and Sky: Children of the Light (there was a very good guide on lighting and emotion that we referenced).[/p][p][/p][p]How did you decide on the “2D in 3D” look for the game?[/p][p][/p][p]I think the main driver of the 2D and 3D look was its flexibility with level design. It allows us to more easily craft a tactical RPG with its grid-based battle system while maintaining the anime-like art style (and playing to the strengths of our character artist, Leni)! I think we also really liked Arknights and were inspired by how they operated (2D Spine-animated characters in a 2D-3D stylized environment). [/p][p][/p][p]Much of this is Rachel’s credit to be had – she had an incredibly strong vision of what Starweave would be like from the start (a very detailed moodboard of each zone’s colors and its narrative evocations), and this all drove the art direction forward in ways that wouldn’t have been possible otherwise.[/p][p][/p][p]
[/p][p]It was so heartwarming to see people band together with a willingness to pour their passions into Starweave during recruitment – I recall getting sporadic dms from Rachel at like 10pm at night; something along the lines of “we’re adding another artist to the project” and I’d just sit there in shock (as a first-time producer/art director), shaking as another talented artist joined the team hahaha.[/p][p][/p][p]What is your process for art direction? Where do you start on a new project?[/p][p][/p][p]Research, concept, a lot of reading! This wasn't the process used in Starweave since I was just starting to learn art direction, but generally, I start by playing games in the genre, getting a feel for what could fit the technical scope of the game, and meeting often with the design team to understand their vision. [/p][p][/p][p]Outside of that, it’s always good to read books, take interesting walks in nature, visit art museums for fun and try new things! I think one of the funniest things I kept going back to while making Starweave was the architecture of the building where I went to university.[/p][p][/p][p]What was your own personal goal for Starweave? Did you achieve it?[/p][p][/p][p]Part of it was to learn as much as possible about art direction and production since it was my first lead project, but the other part was purely a love of the game. I adore (still) the bittersweet story of these four characters and their desire to better the world, only to be torn apart by their dividing feelings about blindly following the path others have sown for them. [/p][p][/p][p]I hope the art in this game can properly support the narrative's emotional impact and that its aesthetics can draw more people into the game! I hope the people who end up finishing Starweave like it as much as I do![/p][p][/p][p]