<aside> <img src="/icons/info-alternate_gray.svg" alt="/icons/info-alternate_gray.svg" width="40px" /> This section includes descriptions and examples of the game's visual style, including concept art, color palettes, and character designs. This section often includes reference images or mood boards to establish the overall art direction.

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Green City will feature a 2D art style with a top-down view.

The earliest prototype of the game already showed the “2D top-down view”

The earliest prototype of the game already showed the “2D top-down view”

The Artstyle

Our artistic objective is not to create a realistic looking city management simulator, like Cities: Skylines, SimCity, or other similar games. We have chosen this approach for several reasons:

1. Unique appeal

Realistic city management games already exist, and we want to differentiate our game from existing titles, rather than merely replicating them.

2. Indie charm

An indie art style is often more unique and recognizable, which can appeal to a large segment of gamers who appreciate the charm of indie games.

3. Budget considerations

High-fidelity, realistic art styles are often costly to develop, and we prefer to allocate our resources wisely, focusing on aspects other than just art.

4. Personality:

Many realistic, 3D games can appear soulless, whereas indie art styles often exude warmth and charm, resulting in a more engaging experience for players.

Character Design:

<aside> ⬇️ THIS IS SOULLESS 😒👎

Screenshot 2023-04-24 at 21.31.38.png

Characters from SimCity ⛔

Characters from SimCity ⛔

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<aside> ⬇️ THIS HAS PERSONALITY AND IT’S NOICE 🙂👍. That’s the style we’re aiming for.

Mr. Kit from Cozy Grove

Mr. Kit from Cozy Grove

“Forest Friend” from Gris

“Forest Friend” from Gris

Scout from Cozy Grove

Scout from Cozy Grove

Ilo from “Ilomilo”

Ilo from “Ilomilo”

Milo from “Ilomilo”

Milo from “Ilomilo”

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