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How do indie developers keep their game's art style consisten?

A topic by xuanergame created 63 days ago Views: 632 Replies: 30
Viewing posts 1 to 13
(+4)

I've been thinking about a problem that many indie developers probably face:

There are many amazing asset packs available, but when combining characters, environments, UI, and objects from different sources, the overall style can sometimes feel disconnected.

One solution I'm exploring is building a consistent pixel art ecosystem — a collection of assets designed to naturally work together instead of isolated packs.

My animation pack was the first step, and I'm currently expanding this idea into more parts of a game world.

I'm curious: How do you usually solve asset consistency in your own projects? Do you edit assets yourself, stick to one artist, or mix different styles :D?



(+7)

by suffering, I make my own assets. and it is this suffering and conviction that gives my art value.

(+1)

That's a beautiful way to see it. 😊

I think everyone finds value in art differently. For me, the value already exists in the work itself—the persistence is just the ticket to bring it into the world.

After spending a lot of time searching for assets and ending up with mixed style and mixed quality models, I  do my 2D and 3D assets myself for years now. But I don't suffer - it's one of the things I love the most about making games . I only use public domain assets for music - I have no talent at all with music. And sometimes I use actually famous public domain art - like real baroque paintings for my baroque game (Building baroque).

(+1)

Honestly, if that example is from your game then I think you are falling into a very familiar pattern of self-sabotage by being too hard on yourself. To my eyes, your overall art style looks very coherent. So it looks good to me!

I can't tell you what to do, but I can tell you what I did and what happened as a result:

I spent 20 years on my first commercial indie game. I've always been poor because of a physical disability, so I had to "hire artists" or purchase assets all along the way. As a result, my game has a lot of mix-and-match art styles because my game world in particular was very niche and there just wasn't a lot out there.

I took the sales from my release and put them back into the game by purchasing a chunk of work from another indie artist. That fixed my world tiles and environment uniformity. I also did the same for my character graphics. But the monsters... This was harder.

So I downloaded a piece of indie software here on itch, an off-brand Photoshop of sorts. In it, there was an "AI Powered Filter" (this was local so I didn't realize until just recently, it wasn't even "AI" it was just machine learning calculations. But this let me make all my monster graphics look closer to the same style.)

I am an open and out-going person by nature, and so I was honest about this "AI filter" usage on this particular part of the game.

Sales stopped almost immediately, YouTube subs poured away, and I got hit with the "just hire an artist" while holding a $12,000 receipt for all the artists I hired over the past 10 years alone while living on 800 bucks a month.

Two weeks ago, I closed the doors of my tiny solo indie dev studio and now have about $1,800 in debt I still have to pay all the artists I didn't hire.

So whatever lessons you can glean from my own experience, I hope they serve you well. 

Thank you for sharing your experience. I really appreciate you taking the time to write such a detailed reply.

I think there might be a small misunderstanding though — I wasn't saying my current art style is inconsistent or that I dislike my own work. I actually agree that having a consistent style is important, and I'm happy with the direction I'm taking.

What I was trying to discuss is a broader problem many indie developers face when using external assets: even when individual assets look good, combining different pieces into one game world can still be challenging. (And recently, I've also noticed that even assets from the same creator can sometimes have cohesion issues as the collection grows.)

Your story actually shows another side of this problem — creating a cohesive game world can require a lot of time, money, and difficult decisions, especially for solo developers.

This is exactly the problem I'm interested in exploring. Instead of creating isolated assets, I'm trying to explore whether building a consistent asset ecosystem could help indie developers create cohesive game worlds more easily.

I'm sorry to hear about what happened with your studio. Thank you for sharing your experience, and I hope your future projects go better.

It's quite alright and thank you for such a thoughtful reply. Since this is only text and you cannot hear my voice tone or see my body language, my post probably sounds more sour than I intended.

I see what you are saying, though. And it makes a lot of sense. This very place, Itch itself, is a good example.

During those years, a LOT of the artwork was bought from other indie people here on Itch. That was true not just of my first game, but of all my projects up until the end. I still remember the moment I found this site... It was like a scene where everything lights up and you hear that angelic choir like "uuuaaaaahhhhh" lol.

Believe it or not, because of algorithms and stuff, when you first start off looking for assets they can be really hard to find. To this day I am still coming across random game asset sites and they all share a lot of wares but each one also has a little something different the others didn't have.

Which actually brings up a question I am wondering in regards to your goal... I wonder if simply gathering artwork together would be enough, given the nature of these algorithms. But gathering and then heavily categorizing them... That could possibly help to not only gather stuff together but also trigger the algorithms when it detects a relationship between two or more contexts.

Even here on Itch, the tag system is not as robust as I once thought it was. As I said, my first game required niche art and once you try targeted searches, Itch will yield very little results even for assets you know should be there.

Just wondering out loud, you know?

Thank you for sharing your thoughts! And I think you brought up another very interesting problem — finding the right assets is also a huge challenge for indie developers.

But I think my direction is slightly different from improving asset discovery or categorization. What I'm exploring is not gathering existing assets together, but building an asset ecosystem from the beginning.

The idea is that each asset is designed with the others in mind, so characters, environments, props, UI, and animations can naturally work together as part of the same game world.

Instead of asking developers to search for many different pieces and then make them fit together, I'm wondering if we can reduce that problem by creating collections around specific game experiences.

Of course, asset discovery and categorization are still important problems, and I agree that itch's tag system can sometimes make finding niche assets difficult. Thanks for bringing up this perspective!

(+3)

Update!

Me gusta mucho!

Thank you so much! I'm really glad you like it. I'll keep updating and improving it! 😊

Mate, honestly, your art looks coherent and veeeery beautiful!! 💖

(+1)

Thank you so much! 💖 I’ll definitely keep updating it. I’m gradually building this into a complete asset system that makes it easier for developers to create their own games!

(+1)

That's the biggest issue when using someone elses assets or anything someone else made, because they made it in their style. 

The only true way to keep something consistent in style is to make everything yourself, how you want it. I did it with the demo i just recently released. 

(+1)

Absolutely! That’s exactly why I’m trying to build a complete asset system with a consistent style, so developers can mix and use the assets together more easily. I’ll keep expanding it over time! 💖

Always remember to expect to fail, but also expect yourself to pull through and win, build yourself up on your failures until you grab gold. 

(+1)

Absolutely. Every failure is part of the journey — we learn, improve, and keep building until we get there. Thanks for the encouragement!

Np!

The demo I released was my first game, released it a few days back, started 8 months ago, and everything but the sfx and music I created, so the textures, assets and models were all me, it was tough, but when I look at it, it's so worth it and you will not regret it, and personally, games now days could use less pre made assets and more skills. 

(+1)

Yeah, I completely agree! I love making things myself too — that's actually how I ended up creating these assets in the first place. I'm also working on my own action roguelite, which is still very much a prototype right now.

At the same time, I think assets can be really useful for prototypes, game jams, learning, or just building something for fun. My goal is to gradually build a consistent asset system that developers can use together, while still leaving room for their own creativity.

But personally, I still love making things from scratch whenever I can. 😄

Yeah, I'm not shitting on pre made assets, I think they're super useful. But it is always sad to see games where it's 90% asset packs and 10% lack of coding, so it just feels effortless. 

(+1)

Yeah, I feel the same. Assets are great tools, but they should support your own ideas rather than replace them.:

100% 

Best of luck with your game! 

(1 edit) (+1)

My problem with art-related feedback is that they want it to be consistent regardless of the factors that prevent it from being so in some cases:  Experience, budget, external factors, engine limitations, certain contexts, etc.

There are also those who ask for better art in the game, without having any idea what the game is about artistically, as if they were asking for a different game instead of a better version of the same one. (This second point is what I've dealt with most often in a game with 7 years of development, and I couldn't afford such a luxury despite all the time that had passed)

Regarding assets, the problem is not the assets themselves, but which ones to choose to fit each project.

Artistic feedback is not like asking to fix bugs or balance gameplay; it requires understanding the game, unless there is a very obvious inconsistency.

Yeah, I completely agree. Context matters so much. It's easy to say "make the art better," but without understanding the game's direction, limitations, or what the developers are trying to achieve, that can easily turn into asking for a completely different game.

And I feel the same way about assets — the question isn't whether using them is good or bad, but whether they actually fit the project and help support its vision.

That's also how I approach my own asset pack. My goal is to build a coherent set of assets that can support a complete game loop, rather than just creating random assets individually.

(1 edit)

Its always smart to start with a color palette you want to use throughout the game. One of my favorite go tos is the site https://coolors.co/

i find it not so hard to keep my art and colors good

(1 edit)

New!

Good luck with your game! 🎮

Thanks!

Update!

New!