Creating Assets for multiple platforms
Posted: Mon Oct 17, 2016 10:54 am
Hi everyone!
I'm a newbie on this forum, pleased to meet you all!
I've been working in the games industry for almost 10 years now as a 2D & 3D artist, but always as part of a bigger team. Now I want to create a visual novel completely solo and I'm done with the story and moving on to asset production. I was hoping someone more experienced in the realm of Visual novels could answer a few questions. Also I warmly welcome any unrelated tips as well! I'm planning to create the game with Tyranobuilder (+Live2d), but I might upgrade it into a Unity3D project later if TB proves inadequate in some aspect. (My questions are general so I'm not going to post this on the other engines section.)
- [RESOLUTION] I plan to release the game on PC, MAC, smartphones and tablets. This means that the game will require several resolution options. For this reason I'm not quite sure what to use as my "default" asset creation resolution. Currently I'm thinking of creating the assets into the maximum supported resolution (2560x1440) and downscaling from there when needed. What do you guys think?
- [CONTENT] I'm planning on creating 2 different versions of the game. An adult rated version which will be available for PC and MAC and a more casual version for smartphones and tablets. This is mostly due to the quite strict content rules on the App store and Google Play. What do you think about this idea and have any of you done something like this before?
- [OPTIMIZING] Since the game is going to be multiplatform I'm planning on customizing the different game builds to ensure the best gameplay quality possible. How do you go about this process? I've often worked with Unity3d and it's easy to anchor UIs and scale graphics, but in another engine the worst case scenario is possibly having to do everything by hand.
I'm a newbie on this forum, pleased to meet you all!
I've been working in the games industry for almost 10 years now as a 2D & 3D artist, but always as part of a bigger team. Now I want to create a visual novel completely solo and I'm done with the story and moving on to asset production. I was hoping someone more experienced in the realm of Visual novels could answer a few questions. Also I warmly welcome any unrelated tips as well! I'm planning to create the game with Tyranobuilder (+Live2d), but I might upgrade it into a Unity3D project later if TB proves inadequate in some aspect. (My questions are general so I'm not going to post this on the other engines section.)
- [RESOLUTION] I plan to release the game on PC, MAC, smartphones and tablets. This means that the game will require several resolution options. For this reason I'm not quite sure what to use as my "default" asset creation resolution. Currently I'm thinking of creating the assets into the maximum supported resolution (2560x1440) and downscaling from there when needed. What do you guys think?
- [CONTENT] I'm planning on creating 2 different versions of the game. An adult rated version which will be available for PC and MAC and a more casual version for smartphones and tablets. This is mostly due to the quite strict content rules on the App store and Google Play. What do you think about this idea and have any of you done something like this before?
- [OPTIMIZING] Since the game is going to be multiplatform I'm planning on customizing the different game builds to ensure the best gameplay quality possible. How do you go about this process? I've often worked with Unity3d and it's easy to anchor UIs and scale graphics, but in another engine the worst case scenario is possibly having to do everything by hand.
