The Art of Shadows of Adam + KS Feature Corner #1

The Art of Shadows of Adam + KS Feature Corner #1

Hello once again! I’d like to begin by thanking all our backers and non-backers who promote us for all their support so far! We are close to 50% funded now, which coincidentally is where our yes/no standing is on steam greenlight. If you haven’t yet, please take a chance to visit steam and give us a big YES.


With that out of the way let’s get started with today’s update. The art in Shadows of Adam. The primary goal of our Kickstarter is to fund our remaining art costs, so we’d like to help you understand a bit more about the art in this game.

A frequently asked question concerning the art is how to make palettes like the one in Shadows of Adam. It’s a fitting question to start with, because the palette has an impact on the entire look of the game. Our palette started out as a basic 16 color palette with very bright and saturated colors. The palette was pretty close to standard NES colors and sacrificed any sort of harmony in order to have the boldest brightest colors in every hue. Here’s an early screenshot from our game using the old palette.

Clearly our game has evolved a lot from this shot, and that is thanks to the work of cyangmou. He is a professional pixel artist who helped us create a new 32 color palette and then all of the tilesets in our game. In addition to that he offered excellent guidance and played a pivotal role in the transformation of our game.

There is no secret to creating a great palette, any palette can be great if used efficiently. The one in our game was built to be versatile, colorful, and to give off an overall warm feeling. There are more purples in our palette than would typically be used because purple will be an integral color for Wraiths. Powerful magical entities from the afterlife who are a major plot point in our game.

Once we proved to ourselves that Shadows of Adam could look beautiful we had to breathe some life into the game. Bustling towns, rushing rivers, mine carts to ride, cliffs to hop, spells to cast, and slimes to crush! These are just a small sampling of all the different character sprites, pieces of art, and animations that are necessary to make an RPG. No game is more content heavy than an RPG, and we needed an artist who could handle any of our needs with speed and precision. Miraculously, we found him! -DE- has proven himself extremely reliable and talented. He is our lead animator, and will be helping us finish the remaining art in Shadows of Adam. Below you can find a sampling of his works for the game.

And finally we’d like to take a moment to point you guys to a new project that has sprung up on Kickstarter.

City of the Shroud

City of the Shroud is a tactical RPG with a community-driven story. The gameplay and visuals give off a Final Fantasy Tactics meets a Capcom fighter vibe. Both a novel concept, and one that you really want to see work! What separates this game from similar titles even further is that the battles occur in real-time and results from them determine the fate of the game for each and every player. How does that work you ask? They have a professional resident novelist writing the story as you create it, how cool is that? Click the gif or link above to find out more!

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