FOUR Secrets To Gorgeous Game Art!

Thomas Brush
1 Mar 202412:29

Summary

TLDRThis video explores the unexpected success of 'Cult of the Lamb,' highlighting its visually stunning, dark, and beautiful art style that contributed to its acclaim as a top indie game. The creators, including Jimp and Blackthorn Prod, share insights on the game's development, emphasizing the importance of a cohesive visual identity, thematic contrast, and the intriguing blend of cute and dark elements. They also discuss their new program, Game Dev Hero, designed to master all aspects of game development. The video provides a deep dive into the art and marketing strategies that made 'Cult of the Lamb' stand out, offering valuable lessons for aspiring game developers.

Takeaways

  • 😊 They struggled initially to find the right visual style and hook to resonate with players
  • 👌 Finding the core idea of 'starting your own cult' brought their vision together
  • 🎨 They consciously combined cute and dark visuals to create contrast
  • 🌈 The art direction ties back to supporting the central idea of leading a cult
  • 🎾 Creating visual rules and motifs early on helped maintain consistency
  • 🎨 The color palette intentionally uses dark and light colors for contrast
  • 🔥 Breaking their own art rules sometimes led to creative solutions
  • 😎 Adding unexpected colors made some buildings stand out
  • 💡 Experimenting to find what 'feels right' guided creative choices
  • 💪 Having an artistic vision bible provided helpful reference

Q & A

  • What was the original game idea that the developers pitched at GDC?

    -The original idea was a game centered around a god on a floating whale. However, publishers were not very interested in this idea.

  • How did the developers come up with the idea of starting your own cult in the game?

    -After the floating whale idea was rejected, the developers went back to the drawing board. They realized they needed a clearer, more resonant concept that all aspects of the game could tie into. The idea of starting your own cult encompassed this.

  • Why did the developers intentionally add dark elements to the cute art style?

    -They wanted to expand beyond the perceived kid-friendly nature of their previous cute, cartoonish games. Adding darker elements helped them appeal to a more mature Steam audience.

  • How did the cult theme lend itself well to the contrasting art direction?

    -The positions of cute animal followers contrasted with an evil, satanic cult leader created an inherent juxtaposition that fit the themes of good vs evil and light vs dark.

  • What techniques did the developers use to maintain a consistent art style?

    -They created a visual bible early on that laid out core colors, fonts, symbols and visual motifs to adhere to throughout development and refer back to when bringing on other artists.

  • Why was sticking to a very limited color palette not viable?

    -While visually striking, limiting the palette too much felt creatively stifling and made it hard to differentiate areas and make everything vibrant.

  • How did the developers allow some flexibility with the color palette?

    -They designated certain core UI and marketing colors to maintain cohesive branding, while giving themselves room to experiment with bolder colors in certain in-game assets.

  • How did breaking their color rules lead to creative solutions?

    -When struggling to make a building distinct within their set palette, trying wildly different colors that broke the rules made the building pop uniquely.

  • What realizations did the Happy Tree Friends cartoons provide early on?

    -Seeing the huge contrast and appeal of mixing cute cartoon styles with ultra violence showed the power of blending seemingly disparate themes and aesthetics.

  • How does the notion of contrast tie everything in the game together?

    -From story and gameplay to visuals and audio, the contrast between dark and light themes, cute and gory elements, and more permeates all aspects to create symbolic cohesion.

Outlines

00:00

👹 Contrast and identity led to the style of Cult of the Lamb.

The creators of Cult of the Lamb originally had several game ideas that didn't resonate. The theme of starting your own cult gave a strong identity that informed the art style. They consciously combined cuteness and darkness for contrast that worked well. The visual rules and motifs created early on helped maintain consistency.

05:00

😈 Contrast attracted a broader Steam audience.

The creators found that their cute cartoon style limited their appeal. Seeing dark games succeed, they intentionally added darkness for contrast. This let them keep their style while also appealing to the Steam audience. The positioning as an evil cult leader commanding cute animals arose naturally.

10:01

🎨 Establishing and bending the color rules.

The creators focused on key cult colors early on to establish identity. This visual language informed the UI and marketing. Though limiting at first, vibrant colors were added back for each environment. Other colors have also been blended in successfully through experimenting with what works.

Mindmap

Keywords

💡Contrast

The principle of using stark differences or opposites together to create visual interest and intrigue. The game creators consciously chose to contrast cute, cartoonish animal characters with dark occult themes of cults and ritual sacrifice. This fusion of disparate elements helped make the game stand out and become viral.

💡Identity

The distinct personality and visual style that defines a game. The creators aimed to have all artistic elements reinforce the central identity of leading an unholy cult. This included the colors, fonts, symbols, character designs, etc.

💡Color Palette

The specific set of colors used throughout a game's visuals. The creators defined a core color palette early on that captured the game's dark yet vibrant style. This palette guided the art direction while allowing some flexibility to use other colors as accents.

💡Art Bible

A document that lays out the guiding principles, rules, styles, and motifs that define a game's visual identity. Having this art bible ensured consistency across different artists and parts of the game.

💡Permeating

Spreading throughout or infusing all aspects of something. The creators aimed to have their core visual language and motifs permeate or be woven through every part of the game.

💡Flamboyant

Stylish in a flashy, showy way. One example is the bright pink and purple colors used for the tailor building to match its flamboyant purpose of dressing up cult followers.

💡Verdant

Lush, green, and fertile looking. The grass and nature areas were colored vibrant green to feel alive and verdant.

💡Breaking rules

Veering outside established guidelines and principles. Though they followed their art bible, the creators weren't afraid to break their color rules when needed. This rule-breaking resulted in some visually distinct buildings.

💡Elevate

Raise up to a higher, more prominent level. The cute yet dark art style elevated the cult concept, transforming an initial pitch that publishers rejected into a breakout hit.

💡Resonate

Evoke a strong positive response that aligns with people's views or tastes. The creators realized their early ideas didn't resonate due to being convoluted. Their cult concept and art resonated powerfully once streamlined.

Highlights

The visuals in Cult of the Lamb are edgy, stunning, dark and beautiful all at the same time.

The creators felt the game was not that good, but they followed through on 4 key principles of gorgeous game art.

Having a core concept and tagline that resonates with people is important for both the game idea and art style.

Transcripts

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there's something about Cult of a lamb

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that sticks out like a sore thumb in all

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the right ways the visuals are edgy

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stunning dark beautiful all at the same

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time and it's no surprise this game

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completely blew up and frankly became

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one of the most successful Indie titles

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of all time what's even stranger is the

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creators including my buddy jimp they

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never really felt like the game was that

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good but even still they followed

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through even though they felt insecure

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on four key principles of gorgeous game

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art and I think we're insanely lucky to

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get them right now straight from the

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Lamb's mouth and by the way guys

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blackborn prod and I have teamed up to

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create the ultimate game development

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program it's called Game Dev hero and

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that's exactly what you're going to

play00:39

become with this program it's the

play00:41

ultimate training for you to master the

play00:43

technical artistic Financial social

play00:45

media and business side of game

play00:47

development it's only open for 30 more

play00:48

days and there's just 200 seats

play00:50

available after that it's going to close

play00:51

for at least 6 months and for those of

play00:53

you who enroll in the first 24 hours

play00:55

well you're going to get four private

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Mastermind meetings with me and

play00:58

Blackthorn prod so click below to check

play01:00

it out all right let's go so what are

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some things that you slowly learned

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after you know I guess it was a decade

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of making games what are some things

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that you learned from the art side that

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make a game eye-catching that make

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people stop and stare at the game what

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are some things that you feel game

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developers need to to apply and that you

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applied to Cult of the Lamb so with the

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the kind of the the God on a floating

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whale idea and we had like lots of

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different ideas and we actually kind of

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got far enough with that idea that we

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were pitching it to Publishers at GDC

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and we kind of they weren't quite as

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interested as we had hoped and we kind

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of went back to the juring board and we

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were like well why is that and we kind

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of realized that the idea was quite

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convoluted and we there was a lot of

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different ideas going on and we really

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needed to find that Gem and that kind of

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concept and idea and tagline that that

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people would resonate with and that kind

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of goes through from the the idea of

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what the actual game is all the way

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through to the art style as well and

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they kind of all have to be connected so

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I think for us it was from like a an art

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point of view it was once we had the

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idea like how do we attach a style and

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imagery that kind of helps Elevate that

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and and everything kind of needs to all

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be working together towards the same

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goal the idea of of of start your own

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cult once we had that idea and that

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theme there was so much like visual

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identity that we could take from that

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all the the religious imagery and and

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making sure that that uh goes through

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every single thing from the the

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character designs to the colors you're

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using to the imagery throughout the

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world um it all kind of works together

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to to support that idea of starting your

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own cult I I think that was really a

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light bulb moment and we were kind of I

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don't know if you've ever been in this

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position where you're kind of you got

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all these little nuggets of ideas and

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you're trying to piece them together you

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kind of got these characters in mind but

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they don't quite work for you and you

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got you know what the game is but it's

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like I don't know and then you for us

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anyway you kind of we had the the idea

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of starting your own cult and then

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everything else kind of came real

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naturally after that I know the feeling

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yeah yeah yeah I get I get it because um

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we're in that same exact situation with

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our game Twisted Tower stylistically we

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were kind of all over the place we knew

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we liked Bioshock right but that wasn't

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that wasn't enough and so for for 2

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years well it was probably about a year

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a year and a half it felt like we were

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sort of floundering and trying just

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trying to keep our head above water and

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not get drowned in too many ideas too

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many visual flavors and visual Styles

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and it wasn't until we realized that

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it's a firstperson shooter fairy tale

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nice that's when we go got it that's the

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style and so you're so you are so

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spot-on when you say that the hook

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dictated the visual style yes was it

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luck the reason I say that is because

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your strength your yours and Julian's

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strength is cute hyper cute characters

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and that was like I I think all the way

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back to the Happy Tree Friends do you

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remember Happy Tree Friends yeah of

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course and I'm sure that was an

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inspiration for you guys because happy

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the reason why Happy Tree Friends and

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for those those of you listening who

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don't know it's just basically bunch of

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forest creatures super cute kind of like

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Warner Brothers Vibes or even even like

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a kid like a Nick Jr show but all of

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them are getting like slaughtered right

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that was from like early 2000s I

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remember watching those videos and

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feeling really cool when I was in Middle

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School but the reason why those did so

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well is because there was contrast right

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you have super cute and then super dark

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and you slam them together and you get

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something that's viral when it comes to

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Cult of the Lamb was that an intentional

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thought process of we're going to create

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contrast how do we create contrast okay

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let's put Cults next to cute creatures

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it was definitely a conscious decision

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to I mean I think it came in two parts

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the the first part was a lot of our

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previous games um and like Adventure

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powers for example which is like really

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quite cute and kind of silly um and I

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think we saw a lot of comments of people

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thinking it was like a kid game game and

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kind of and I think as soon as you have

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that cartoon style particularly the our

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specific style which is quite like

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Saturday morning cartoon I I think it

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instantly puts quite a lot of people off

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and then we were sort of seeing games

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like Don't Starve and Binding of Isaac

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had a real element of Darkness to them

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and and had huge success I think it it

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was so it was definitely a conscious

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decision to that we wanted to keep the

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the kind of cute cartoony stuff but we

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also really wanted to um to add the

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darkness and and make it bit messed up I

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I think coming from flash games for me

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at least I think the the super cute

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cartoon stuff went really well and was

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really popular and and that I kind of

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fell into a little bit of a trap doing

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that but then going to sort of Steam

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games I I think the audience is quite

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different there so it was it was

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definitely like quite early on um

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something that we wanted to do before we

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had the the cult idea and then I think

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when we had that the idea start your own

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cult it just it all fell into place

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because we're like right well you're

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this kind of you know satanic uh cult

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leader but then the animals are really

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cute and that kind of juer position felt

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really natural and it came very

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naturally and it was a theme that we

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wanted to explore as well was the sort

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of the good and evil the light and dark

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the the cute and the horrific um and and

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as a cult leader like you're given this

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power do you do good or do you do bad it

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was almost a happy accident um in the

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the kind of theme eventually came

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together so well with with the art

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Direction well you know I see the game

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and I when I when I look at everything

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the from the game play to the story to

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the hook to the themes and and even to

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the visuals everything leans on one

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primary principle and this is just my

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theory it's all about contrast it's like

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there's contrast in everything mhm can

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we talk about that when it comes to

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color and and and even like marketing

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material like when when I look at Colt

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of the Lamb your color palette is so

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bizarre but it it's I can I can almost

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taste it it's so flavorful how does it

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taste it tastes kind of like a a a

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really sugary cupcake with like

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Jalapenos in it oh it's like so I know

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right it's but you wouldn't think it

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works but there's actually desserts that

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do that where they it's like you've got

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contrast of two two seemingly different

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flavors that wouldn't work together but

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they work and so I'm curious if you

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could speak to just some tips and tricks

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and your thought process behind color

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theory when it comes to Cult of the Liam

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yeah totally I mean I think very early

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on the project originally we wanted to

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make the whole game in this very limited

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color palette and I think we were like

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you know let's we got pick five colors

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and everything in the game has got to

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use just those colors and there's no

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other colors allowed and and and I think

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um some games do that really well and

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keep things really striking for us that

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idea kind of fell away a little bit

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because I think we wanted all these

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different color animals and we wanted

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the the biomes to feel quite different

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color-wise but that that idea um still

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kind of persisted through a lot of the

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marketing images and and the characters

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picking a a palette to that kind of

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defines your game early on can be really

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powerful even if you don't like

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exclusively use it for the artwork I

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think it can really help form the

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identity of the game so I think with

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colon the lamb you got the the black and

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the red which are kind of quite evil and

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dark but then is had the uh the kind of

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light white white cream color to kind of

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represent the lightness and also there's

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like a kind of bright neony greeny blue

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that we use as well um which is quite a

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light sort of holy holy color yeah and I

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think that really helped particularly

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with like the UI and the the kind of the

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marketing stuff to just keep things

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consistent and kind of keep like an a

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visual identity for the game that kind

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of goes through everything we went

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through a lot of pre-production and we

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we kind of came up with this color

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scheme and the the fonts and some

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symbols was basically a set of rules and

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visual motifs that we wanted to use and

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kind of created a bit of a Bible and

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that was really useful just as we kind

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of went through the the full production

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of the game to to have that to refer

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back to and make sure everything kind of

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uses some of these ideas and I think

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especially when you're kind of bring in

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on other artists as well like later in

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the process it's really useful to have

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those those rules you set out for the

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the world and the the imagery and the

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the identity of the game um to have that

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to refer back to um and make sure that

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you're kind of yeah just it's that's

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permeating through every every aspect of

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it did you guys ever stretch your legs

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outside of those rules was there ever a

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moment where you go you know what we

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need to do a little bit of pink here or

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we need to do a little bit of yellow

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here yeah definitely and I think that's

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kind of why yeah originally as I say we

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were trying to use this very limited

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palette but it kind of felt a little bit

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too limiting in the in to Ed for

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everything yeah we we wanted the game to

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feel really vibrant as well and I think

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all our games always have been been and

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yeah super colorful in like a Saturday

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morning cartoon so I think there's

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definitely areas that you can can stray

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stray from it but sometimes it does just

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look out of place so I think it's for me

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it's just been a bit of trial and error

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um and making certain things pop that

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you want to kind of draw attention to I

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think with all the all the kind of core

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things and the main visual language in

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the game we we do try and stick to it uh

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to those kind of core colors that we use

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for the identity but yeah I I do find

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myself just putting in other stuff here

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and there just to kind of make it feel

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unique in the world kind of thing like

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for like for example we we got all these

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buildings in the cult right and and a

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lot of it is kind of it's all like of

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natural materials and a lot of it is uh

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wood and stone and you know wood painted

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red and using that kind of uh that

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palette that we've used for a lot of

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stuff um and and green as well for like

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the grass cuz you wanted it to feel

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verdant and and you know luscious um but

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I have found with like more the more

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recent buildings I kind of want to mix

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up a little bit so we've added like a

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tailor building and I just didn't feel

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right in all these different colors and

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I tried all the different colors and

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then I kind of just tried it like a a

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pink and purple and it just just worked

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and it it it gave it's quite a

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flamboyant kind of color scheme um which

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kind of fits with the idea of uh

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tailoring clothes and dressing up your

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followers and it just made it kind of

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gave that building its own identity and

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there wasn't really much of a like

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mindset or reasoning behind it other

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than that I was just trying all these

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different colors and that worked it

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looked it looked good and it just it

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just felt right so um I think a lot of

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it is just kind of

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what feels right and what um

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experimenting I think and don't be too

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afraid to break your own rules as well

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cuz um you know that's that's sometimes

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where the magic comes from if it's not

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working and you're following all these

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rules that you set and then sometimes

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when the uh when you break your own

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rules that's when the kind of real magic

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happens all right guys thanks for

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watching and just remember Blackthorn

play11:50

pra and I have teamed up to create the

play11:52

ultimate game development program it's

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called Game Dev hero and that's exactly

play11:56

what you're going to become with this

play11:58

program it's the ultim training for you

play11:59

to master the technical artistic

play12:02

Financial social media and business side

play12:04

of game development it's huge it's

play12:06

taught by veteran game developers who

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actually make significant full-time

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income doing exactly what you've always

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dreamed of and we're going to hold your

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hand while you work to achieve your

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indie game dreams it's only open for 30

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more days and there's just 200 seats

play12:18

available after that it's going to close

play12:20

for at least 6 months and for those of

play12:21

you who enroll in the first 24 hours

play12:23

well you're going to get four private

play12:25

Mastermind meetings with me and

play12:26

blackborne PR so click below to check

play12:28

check it out