
Hello, everyone!
Today, weâre kicking off our Dev Interview series, where weâll share behind-the-scenes stories you donât often hearâhow Fatal Clawâs secret underground world was created, the challenges we faced, and the thought process behind each system.
For our first episode, we sat down with Fatal Clawâs Art Director to talk about the gameâs visual style and art direction.
Let's hear about where inspiration came from, the details the team obsessed over, and how this unique world took shape.
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[h2]
How Did Fatal Clawâs Underground World Come to Life?[/h2]
The dark yet mysterious world beneath the surface of Fatal Claw, and the glint in the eyes of our feline hero, Kishaâhow did all these visuals come to be?
We spoke with the Art Director to learn how this beautiful world was brought to life.
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đˇ A Fun Mix of Contrasting Elements â Where the Art Concept Began[/h3]
If I had to describe Fatal Clawâs visuals in one sentence, it would be: An intriguing blend of opposites.
- 2D visuals that feel almost 3D
- A world thatâs eerie yet beautiful
- Old and decayed, yet full of style
- Cute but deadly
By combining these contrasting elements, we wanted players to feel that strange mix of tension and curiosityâthe sense that the world is
dangerous to step into, yet intriguing to explore.
When we settled on Metroidvania gameplay set in a sealed underground world, I already had a clear picture forming in my head.
We wanted to show a world thatâs dark and unsettling, but also enchanting, and we carefully adjusted shapes, brightness, and density to make sure Kisha always stands out clearly against the background.
We thought,
"This isnât a game where the world is explained through text. The real fun comes from understanding the world through images and experience."Thatâs why our design philosophy was all about clarity and intuitionâwe wanted players to grasp the meaning the instant they saw it.

Of course, we were inspired by highly acclaimed Metroidvania titles like Metroid, Hollow Knight, and the Ori series.
But instead of simply following in their footsteps, we aimed to honor that legacy while giving it our own
unique Fatal Claw twist.[h3]
đˇKisha - Designed on the Basis of Aesthetics and Functionality[/h3]
Kisha isnât just a cute little cat.
Since players spend the entire game looking at him, we focused on giving him a
clear silhouette and a body type that could express a wide range of actions.At the same time, we fineâtuned every detail to keep that youthful, kittenâlike charm intact.

And then thereâs Kishaâs signature featureâthe claws attached to his cape.
Itâs not just a special attack tool; it also reflects Kishaâs emotions throughout the adventure.
Most of the time, heâs just an adorably catâlike companion, but the moment he draws that claw... Wham!
He transforms into a deadly little warrior, perfectly capturing our
"cute but lethal" design philosophy.
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đˇGiving Each Area Its Own Distinct Experience[/h3]
One of our biggest challenges during Fatal Clawâs development was differentiating each region.
When playing a lot of Metroidvania games, one thing that sometimes felt lacking was how, at some point, the boundaries between areas could start to blur.
So we decided that, even if it required extra work, every region should offer a
completely unique experience.
- E.g., Warm, damp natural caves > scorching, molten machinery plants > cool, lonely abandoned houses
We designed each zone to have its own theme, color palette, lighting, and even enemy interaction patterns.
To help players think, âWhoa, this feels totally different!â and immediately recognize, âAh, Iâm in that area now,â we also added distinct landmarksâlike the
colossal skull of a dragon or unusual structures that stand out in memory.
Many of these landmarks hide small stories and secrets for curious players to discover.

All these elements come together to make players feel like theyâre truly traveling through the world of Fatal Claw with Kisha by their side.
Thatâs the
real sense of adventure we want to deliver to our players.
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đˇPerfecting the Claw Action: What We Focused On[/h3]
When it came to designing the claw action, our priority was to capture the speed and sharpness that fit the weaponâs nature.
- We emphasized quick, snappy motions to convey agility.
- Sharp, streaking claw trails visualize the flow of each attack.
- Camera shakes and recoil effects enhance both the juicy impact and that satisfying âfeelâ of control.
By carefully tuning all these elements, we made sure the attacks werenât just for show, but a full, multi-sensory experience that defines Fatal Clawâs combat.
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đˇThe Most Challenging Yet Rewarding Task â Higasha Tundra[/h3]
If we had to pick the toughest part of development, it would be the Higasha Tundra.
It was a sub-region with limited resources and a tight schedule, so we had to find a way to
make a strong impression with minimal assets.
The solution we chose was a
silhouette-based design. We went bold and reduced characters and backgrounds to shadowy shapes, creating a striking visual style.
Thanks to that approach, we were able to produce a
memorable, Eastern fantasy-inspired scene that left a lasting impact, even with less content. And honestly, weâre really proud of how it turned out.
When I design concepts, I actively use
mind maps.By freely laying out every image and idea that comes to mind, I often end up with designs that feel more organic and perfectly suited to their purpose.

[h3]
đˇWrapping Up â The Feelings We Hope Players Get Through Our Graphics[/h3]
Fatal Claw isnât the kind of game that flaunts cutting-edge graphics technology.
Instead, we focus on that
handcrafted, frame-by-frame, analog warmthâthe kind you can feel in every scene.
I remember writing this line on our Steam page:
At the end of every challenge you face, you will always find something meaningful.Some players will rush through, while others will take their time to explore.
But in Fatal Claw, there is no wrong path.
As you wander, youâll stumble across unexpected locations and hidden stories.
And if, in that moment, players think,
"Wow, I had no idea this place existedâcoming here was totally worth it!"then that would be the greatest compliment our art team could ever receive.
Our challenge to create something fresh and fun will continue.
Weâll keep working to deliver a game where players can truly immerse themselves in the world of Fatal Claw.
Thank you for playing and supporting us!
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This has been our chat with the Art Director of Fatal Claw.
Metroidvania games live and die by
visual immersion, just as much as gameplay.
We hope todayâs behind-the-scenes look gave you a glimpse into the
passion and thought behind the gameâs visuals. đ
And weâre not done yet!
We plan to keep sharing more stories from the dev teamâfrom character and environment art to map design and world-building.
Please stay tuned for our next interview.
Thank you! đ