I had the pleasure of interviewing two developers from Pixel Tribe, the team behind the upcoming Kakao Games title, *Goddess Order*. Many thanks to Ilsun (Art Director) and Terron J. (Contents Director) for their time and insights into pixel RPG development!
Ilsun (Pixel Tribe): "Hi! I'm Ilsun, Art Director at Pixel Tribe, overseeing Goddess Order's graphics. Building on the pixel art success of Crusaders Quest, Goddess Order aims for a console-quality feel with a strong narrative. Each character and background is meticulously pixel-crafted.
Our inspiration is vast—countless games and stories. Pixel art is about using tiny units to express form and movement; it's less about direct references and more about the nuanced impact of our collective experiences. Think of a wellspring of inspiration, drawing from everyday observations.
Collaboration is key. Initially, I worked solo, creating Lisbeth, Violet, and Jan. Their popularity within the team sparked rich discussions, shaping Goddess Order's art style. As development progressed, I collaborated with writers and combat designers. Their ideas, like “a refined noblewoman who becomes a fierce dual-blade-wielding aerial warrior,” sparked concept art and collaborative refinement. This synergy is crucial to Goddess Order's character design."
Terron J. (Pixel Tribe): "Hi, I'm Terron J., Contents Director. World-building in Goddess Order began with our pixel art characters. Lisbeth, Violet, and Jan defined the game's foundation. Their inherent personalities and missions guided the narrative. I fleshed them out, listening to their stories—tales of growth and heroic quests. The manual combat system emerged from the characters' strength and the immersive scenario writing, making development a truly enjoyable journey."
Terron J. (Pixel Tribe): "Goddess Order's combat features three characters taking turns, using link skills for synergy. Design involves brainstorming and discussion. First, we define each character's role—powerful attacker, support, versatile healer—to create strategic formations. Linked skill timing is crucial. We adjust characters if their utility or controls aren't optimal."
Ilsun (Pixel Tribe): "Next, we visually represent these roles. Weapon choice, appearance, and movements emphasize personality. While 2D pixel art might suggest flat battles, Goddess Order characters move three-dimensionally. We use 3D movement concepts in our 2D pixel art, a key differentiator. We even use real-life weapons to study movements for authenticity."
Terron J. (Pixel Tribe): "Finally, technical optimization is vital for smooth mobile gameplay. We ensure consistent performance on various devices without compromising cutscene immersion. Goddess Order is designed for firsthand experience, not just observation."
Ilsun (Pixel Tribe): "Goddess Order's pixel art and story evoke a classic JRPG feel. It follows the Lisbeth Knights' quest to save the world. The unique graphics and combat system enhance immersion. We’ll expand on the knights' individual stories, enriching the world. After the main chapters, we’ll add activities like quests and treasure hunts. Ongoing updates will include new chapters, origin stories, and challenging advanced content."
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