I had the privilege of conducting an email interview with two developers from Pixel Tribe, the creative force behind the upcoming Kakao Games title, *Goddess Order*. A heartfelt thank you to Ilsun, the Art Director, and Terron J., the Contents Director, for sharing their time and insights into the development process of a pixel RPG.
Q&A With Pixel Tribe
Droid Gamers: What inspirations do you use when creating the pixel sprites for each character?
Ilsun from Pixel Tribe: "Hello! I'm Ilsun, the Art Director at Pixel Tribe, responsible for the visual elements of Goddess Order. Our game is an action RPG for mobile devices, developed by the team behind the acclaimed Crusaders Quest, known for its stunning pixel art. I'm excited to share more about our project.
Goddess Order stands out with its high-quality pixel art, evoking a console-like gaming experience with a strong focus on storytelling. Each character and background is carefully crafted pixel by pixel.
Our character designs are inspired by a vast array of games and stories we've encountered over the years. Pixel art is about arranging tiny units to convey form and movement, making it more about the subtle influence of our experiences rather than specific references or techniques.
It's challenging to pinpoint exact inspirations, but think of it as dipping into a lake of creativity whenever needed. I constantly seek to replenish my creative well by absorbing inspiration from various aspects of daily life.
In our production process, we draw inspiration from the synergy among our team members. Initially, I worked alone, pouring out pixel art to create Lisbeth, Violet, and Jan. Fortunately, my colleagues shared my enthusiasm for these characters, and we engaged in detailed discussions to bring them to life.
These conversations with my team sparked rich ideas and energy, shaping the art style of Goddess Order around these three characters. As development progressed, I collaborated with scenario writers and combat designers, yet detailed discussions with colleagues remained crucial. The intricate concepts and designs of Goddess Order characters are a result of this collaborative synergy.
For instance, when scenario writers or combat designers propose an intriguing story for a character yet to be fully realized, my concept art team, including myself, brings that character to life through pixel art. Someone might suggest, 'What if there's a noble lady who appears refined but becomes fierce in battle, wielding dual blades and soaring through the air?' Then, another might start sketching, saying, 'Hmm... I imagine this friend would look like this,' as we refine the details together. It's usually a fun and enjoyable process."
Droid Gamers: How do you start the process of world-building when creating a fantasy RPG?
**Terron J. of Pixel Tribe:** "Hello! I'm Terron J., the Contents Director at *Pixel Tribe*, working on *Goddess Order*. This question nicely follows from the previous one. Everything in *Goddess Order* starts with our pixel art characters.The initial characters, Lisbeth, Violet, and Yan, set the foundation for creating a game with immersive gameplay. That's where our development journey began. The world-building process in Goddess Order starts with a deep dive into the characters. It might sound abstract, but characters often come to us with a clear sense of identity, purpose, and mission.
I've immersed myself in fleshing out these characters, listening closely to the stories they bring and bringing them to life. As I worked on them, I witnessed their vibrant vitality and saw their great biographies unfold—stories of growth amidst adversity, of heroes willingly stepping forward to save their kingdom.
The emphasis on manual controls in the game stemmed from experiencing the strength emanating from the characters while crafting the scenario. Writing the scenario felt less like a task and more like a surreal experience—a special and enjoyable journey rarely found in the early stages of game development."
Droid Gamers: What goes into designing certain combat styles and battle animations for a character?
**Terron J. of Pixel Tribe:** "First, let me explain the combat system of *Goddess Order* in three main parts. In *Goddess Order*, combat typically involves three characters fighting in turns, utilizing link skills to activate synergy among two or more knights on the battlefield. This is all experienced firsthand through mobile gameplay.The combat design and balance in Goddess Order are planned to enhance the edge that combat brings, involving a lot of brainstorming and discussions throughout the process. The first step involves harmoniously designing unique positions and expected roles for each character to strategically structure the battle formation.
We discuss whether each character will take on the role of charging up and unleashing a powerful attack, widening the range to shorten the time, or playing the role of a versatile character with healing skills to assist in stage clear. Especially in Goddess Order, much more advantageous battles can be led depending on the timing of linked skills.
We review once again whether the characters adhere to this mechanism. If a character fails to deliver a unique advantage in terms of utility or if the controls are deemed cumbersome, we are not hesitant to make bold adjustments for the sake of combat dynamics."
Ilsun of Pixel Tribe: "Secondly, the next step is to enhance the art elements to visually represent the aforementioned characteristics. For example, contemplating what weapon a character should wield, what appearance would be more suitable, and what movements should be incorporated to emphasize the concept or personality.
We believe that creating a visually enjoyable and impactful style is crucial for bringing the sensation of combat to life. With Goddess Order being crafted in 2D pixel art, one might assume that the battles are also two-dimensional. However, in reality, Goddess Order is a game where characters twist and turn their entire bodies while performing actions. We consider three-dimensional movements when creating pixel art, which serves as a point of differentiation for Goddess Order's pixel quality.
To facilitate smooth production, our studio actually has an arsenal. We have various models such as swords, spears, shields, and guns. Occasionally, our developers wield these weapons to study detailed movements. Through these diligent yet industrious efforts, we create combat designs with originality for each character."
Terron J. of Pixel Tribe: "Lastly, what I want to emphasize is the consideration of technical optimization to ensure that both the combat and animations are enjoyable on mobile devices.
We carefully check the overall specifications to ensure that the combat remains uninterrupted even on devices with average specifications and that it does not disrupt the immersion of cutscenes. Since Goddess Order is a game meant to be experienced firsthand rather than just observed, we strive to avoid compromising the gameplay experience with external factors."
Droid Gamers: What’s coming up in the future of Goddess Order?
Ilsun of Pixel Tribe: "Goddess Order's pixel art graphics and narrative-driven story evoke a sense of a well-crafted JRPG. In terms of storytelling, it follows the journey of the Lisbeth Knights who have been called upon by the goddess to save the world.
The unique graphics and combat system of Goddess Order further immerse players in this epic quest. Additionally, the individual origin stories of the knights encountered on this journey are expected to help players understand the presented world view. We hope you enjoy the diverse tales experienced by Princess Lisbeth and her knights in the Kingdom of Kaplan.
Once the chapter scenarios are complete, we plan to incorporate various activities for the knights to undertake as part of the content. This could involve resolving quests from the residents or embarking on treasure hunts.
Both the chapter stories and origin stories will receive continuous updates, and we also plan to introduce advanced content that challenges the limits of action through refined controls. We eagerly anticipate your support and feedback even after the game's launch."