A re-imagining of an existing 2D game's visual language — sharper silhouettes, deeper environments, same heart.
A visual rebuild of an existing 2D title. New silhouettes, new palette, same playable footprint.
Process
How it got made.
Selected stills from the working files — block-outs, style frames and tests that informed the final piece.
Xogot wanted to lift the visual ceiling on an existing 2D game without changing the playable footprint. Every new asset had to drop into the same tile size and collision shape as the old one.
I started by stripping the cast down to silhouettes — if a character didn't read from twenty feet away, it didn't move forward. The finalists each carried a single defining feature, which let the background art breathe.
Backgrounds were built in stacks of three layers — foreground, mid, far — so the in-engine parallax does most of the storytelling. The illustration is, in a sense, an afterthought to a tight structural decision.