When I teach art students, I usually explain style as being "the particular set of solutions an artist uses to solve problems." Much of this comes down to the fact that it's literally impossible to copy 1-for-1 what exists in the real world, so we have to abstract. How we choose to abstract different elements is what ultimately gives rise to a particular style. For instance, an eye is a complex thing. There are many ways to abstract it down. Someone like Akira Toriyama has exactly four different eyes he draws, each distinct from one another and each distinct from the way in which a number of other artists choose to render eyes. The choices in what to leave in and what to take away, what to emphasize and what to downplay. When we talk about something having a particular "brush style" or "line style" that has to do with the way in which the artist draws those things; i.e. the particular solution they've come up with for "how to make lines" or "how to make brush strokes." When trying to copy an art style - like, say Gibli - you're really just trying to reverse engineer the particular solutions they came up with in the first place. Once you know the solution, you can work on implementing it, and in-so-doing, achieve a similar style. Or your own style if you choose to do things in a different way.
Love this answer--"Reverse Engineering" is a word I had floating around in my head while doing this that didn't make it into the script lol I also think it's interesting how like, even in the same work there can be so much variety. I was rewatching Fullmetal Alchemist Brotherhood recently, there are a wild number of approaches to problem-solving different character features like eyes, but somehow it still works. If I wasn't actively investigating it I wouldn't have batted an eye (lol unintentionally appropriate phrasing)
@@LighthoofDryden I originally became aware of this idea after learning that "art restoration" is a profession in which people try to restore masterworks, which obviously - to make them convincing repairs - requires a thorough understanding of the techniques and solutions the artist came up with when designing the original piece.
@noiJadisCailleach They still have to abstract cuz there will always be details they cannot capture. At minimum, they are using brush strokes to try and convey what atoms and light waves are doing.
@@LighthoofDryden 😂also I commented too soon… because you talked about CHILD OF LIGHT 😭😭😭i swear that’s one of the most under-appreciated games ever made
@Cognitive-Clips genuinely such an interesting spin on turn-based combat in addition to being absolutely GORGEOUS. I haven’t finished it but I want to get back into it
Facts! It also would have been cool of me to mention all the games that managed to create depth by programming their own parallax effects, like Owlboy or many of the OG sidescrollers.
Beautiful and informative video. Thanks for including Unleaving as an example of traditional art style, every single asset and effect was hand-painted and drawn on paper or glass. I appreciate the atmospheric feel of the Lightloof art style.
Clicked this video on a whim and seeing you use one of my favorite games as an example, The World Ends With You, made me so happy for no real reason. Video liked, you got me
@@LighthoofDryden DUDE SAME HERE! I'm actually making a game inspired by it which you should prob be able to see from my channel! That game was one of the only reasons I put effort into being more social in school it was fantastic and I hope to make a game like it lol.
The steam link wasn't send me to the game store page, I found it and wishlisted but you could lose some if you don't take a look at this. Great video btw!
Super insightful video!! Even as an artist, lots of things go into a style that I would have never dwelled on, especially all of the post processing effects you mentioned! Also super interested in that note on normal maps, seems like a fun way to add just that much more immersion. Thanks for making this video! :)
Thanks for watching and for your thoughtful comment! Someday I’d like to figure out how to do that normal map thing, maybe I’ll make a video about that too :)
Dude this is so good and easy to understand! I really appreciate you talking about these concepts and applying it to your own game. You need to start a masterclass series haha. Great nod to Scarlett Deer Inn. I think Hyperdrive Inn also uses the same fabric style.
Subscribed! You know its a good video, that even if you already know what he was talking about youre still enjoy watching it. Well written, edited, and narrated. Also I couldnt help but keep nodding. XD
I just had an almost pavlovian response to hearing The World Ends With You get mentioned and instantly feeling happy, 'cause it was on my mind throughout the whole segment
This video is an absolute godsend for me. I started learning how to draw about 6 months ago, so naturally, I have doubts about my own art style. I also aspire to become a game developer, so this video applies strongly here. A lot of my art is influenced greatly by Hollow Knights simple yet enticing design, and this video does a great deal on how I should treat my art moving forward, and how the art being reflected in a digital medium can seriously impact its look and feel. the video was also just really entertaining lol. I also look forward to your game
Your game looks so good! this was a really good breakdown on what makes styles so recognisable. I am a hopeful artist hoping to learn gamedev as a hobby and this was so helpful. good luck with Lighthoof!!
Thank you for your kind words! That’s such an exciting place to be. Just try to learn a little or make a little something new every day, you’ll be amazed at what you can do in a year 😄
I watched this four days ago and like YES i love this so much?? i kept this bookmarked just so i didnt forget to compliment this vid but REALLY, these are really good points yand you showcase them really well! (glad to have our daily dose of HK representation LETS GOO) AND ALSO WHOA goodluck on your game?? your doing big things, my man, haha!
That’s so kind of you to come back 4 whole days later just to say nice things!! (Yes we MUST have our Hollow Knight) And thank you!! Hard at work on the game and the channel every day let’s gooo
This is an AMAZING video! Honestly when I looked down at the channel, I expected there to be hundreds of thousands of subs for the quality of idea, editing, humor, and analyzation! Trust me, if you keep posting, you will INEVITABLY get massive! Good luck!
As a non-artist I thought this video was super interesting! I have to reply on my programmer art for smaller projects and I find this really helpful, might have to try playing around more with post processing to see if I can create a more defined style
So much can be done just with palette, post processing, and consistent line treatment! But even beyond that, drawing is a skill that has a surprisingly short learning curve. With even like an hour of intentional practice a day, you can go from zero to “hey that actually looks kinda good” in as little as a month. (Telling you this because I needed someone to tell me this so I’d commit to it!) I liked your leveling down game vid btw :)
@@LighthoofDryden Thanks! I might have to try that. My pixel art has gotten passible but drawing itself is a challenge (usually my stick figures don't even look right). Thanks! I had a blast making that video!
15:34 brooo aint no way the forgotten crossroads is called "encrizilhada esquecida" in portuguese Also, nice video! though i will say those point apply to art styles in general, not just video games
@@LighthoofDryden Hello, coming back to this video because I think I might've found a second example of this kind of art direction in Albert Quinn: Quantum PI.
Please do make more game art videos. You have better understanding of art than most other game dev UA-camrs. For example: A video analysing a visually stunning game will surely get many views. Even a video which just lists games with unique art styles will surely get views. You seem to know a lot of them.
this channel is such a gem, i’m glad i found it! gotta buy your game when it comes out (and please don’t make it free, you deserve to get paid for your hard work!) XD
Amazing informative video once again! very helpful while I'm trying to figure out what brush size to use for my game. I've been leaning towards a g-pen which varies in size, may not be good with animation but looks dynamic. Best of luck in Lighthoof! 🤩
I’ve been using variable width and it is a little more challenging for sure, but I think it does add personality, too, which is a bonus. What’s your game called?
@@LighthoofDryden Valid on the personality, I'll stick with it and see where it goes. It's in the early concept phase "Voltage Ventures" where you a music producer need to modify the modular synth to protect the world from invading aliens or something 😆 being a music producer and inspired from castle crashers (2.5D style) / Jak and Daxter (morph gun) thought it'll be fun to combine different audio filters/distortions to create different abilities So far unreal engine has fried my brain a few times. Although going back to polishing concept art should help with visualizing it. Then diving back into development with a visual goal, that's the plan 👍
To me the prettiest games i've ever played (in terms of visuals alone) were both *Ori* games (Blind Forest/Will of the Wisps). The art was so shockingly beautiful in those games that left me in awe the whole time, like a little kid watching a very well made Pixar movie. Now, if i was to pick a 3D "photorealistic" game as the prettiest, i'd say *Horizon Zero Dawn* takes the cake.
The Ori process is truly amazing, and what they had to do to get it to run well on switch is nothing short of a miracle (there’s a great video about it if you search it up!) it’s getting talked about in the follow up to this vid! HZD’s art direction is also just chef’s kiss. Such a uniquely designed world
@@LighthoofDryden I think I hear it on one of your devlogs a couple of months ago, and since then.. from time to time my brain reminds me of that melody, it is really charming..
Thank you! I definitely agree that game art is one of the hardest parts haha. I'll be thinking about more videos I can make on the topic (the one I'm editing now is also about art!)
Yeah, and you are right to do so... I hesitate to add these to a completely generalized breakdown, as not ALL games will have. I'm pretty sure ALL games will have your 9. I'm thinking edge cases like board games and text-based... Can a text-based game be said to have lighting? Sure. Anyway, I'm working on a text-only Checkers ARG with loads of particles.😮
It might not be clear because I was talking about two different things in the same sentence, haha. But what I was trying to say was you could use the concept of “resolution” to think about the poly count of your 3D style, or you could think about the size of voxels in voxel-based games.
@@qho5teastward use normal maps for shadows and highlighs on top of the pixel art. (the pixel art on itself is very simple, but really well executed, and great color choices)
@@chinkram woah, that’s some amazing insight! Where did you learn it was made that way? or are you just an expert?Also, yeah the colour is really the most impressive aspect 🥹
@@qho5t the developer posted it on their twitter their process if im not mistaken (i saw the repost on pinterest) but i'm not expert by any means:P I would suggest you to mock up a in game screen on a drawing software, and in pixel art the less colours you use is the way to go imo. color palettes or colour ramps definetely helps a lot.
When I teach art students, I usually explain style as being "the particular set of solutions an artist uses to solve problems." Much of this comes down to the fact that it's literally impossible to copy 1-for-1 what exists in the real world, so we have to abstract. How we choose to abstract different elements is what ultimately gives rise to a particular style.
For instance, an eye is a complex thing. There are many ways to abstract it down. Someone like Akira Toriyama has exactly four different eyes he draws, each distinct from one another and each distinct from the way in which a number of other artists choose to render eyes. The choices in what to leave in and what to take away, what to emphasize and what to downplay.
When we talk about something having a particular "brush style" or "line style" that has to do with the way in which the artist draws those things; i.e. the particular solution they've come up with for "how to make lines" or "how to make brush strokes." When trying to copy an art style - like, say Gibli - you're really just trying to reverse engineer the particular solutions they came up with in the first place.
Once you know the solution, you can work on implementing it, and in-so-doing, achieve a similar style. Or your own style if you choose to do things in a different way.
Love this answer--"Reverse Engineering" is a word I had floating around in my head while doing this that didn't make it into the script lol
I also think it's interesting how like, even in the same work there can be so much variety. I was rewatching Fullmetal Alchemist Brotherhood recently, there are a wild number of approaches to problem-solving different character features like eyes, but somehow it still works. If I wasn't actively investigating it I wouldn't have batted an eye (lol unintentionally appropriate phrasing)
@@LighthoofDryden I originally became aware of this idea after learning that "art restoration" is a profession in which people try to restore masterworks, which obviously - to make them convincing repairs - requires a thorough understanding of the techniques and solutions the artist came up with when designing the original piece.
@MarushiaDark316 otherwise you get nightmares like that one attempted restoration of that Jesus portrait in spain 😆
" literally impossible to copy 1-for-1 what exists in the real world"
So what do you say Hyper realist painters do?
@noiJadisCailleach They still have to abstract cuz there will always be details they cannot capture. At minimum, they are using brush strokes to try and convey what atoms and light waves are doing.
Perpetual overanalyzer reporting for duty 🫡
I knew you were in the club 🫡
@@LighthoofDryden 😂also I commented too soon… because you talked about CHILD OF LIGHT 😭😭😭i swear that’s one of the most under-appreciated games ever made
@Cognitive-Clips genuinely such an interesting spin on turn-based combat in addition to being absolutely GORGEOUS. I haven’t finished it but I want to get back into it
One minor point: I think it’s worth calling out parallax as part of perspective. Holloway Knight uses it to great effect.
Facts! It also would have been cool of me to mention all the games that managed to create depth by programming their own parallax effects, like Owlboy or many of the OG sidescrollers.
A gem of a video and channel. Thanks for the helpful analysis and breakdown.
Thank *you* for watching, and for saying so!
I like how brown your set-up looks. It's a very relaxing color choice.
Thank you! Originally “chosen” because it was the cheapest fabric I could get when building the sound panels, but it became a theme 😄
Beautiful and informative video. Thanks for including Unleaving as an example of traditional art style, every single asset and effect was hand-painted and drawn on paper or glass. I appreciate the atmospheric feel of the Lightloof art style.
Of course!! Thank YOU for putting in so much work to create such a beautiful game, the world needs more of it!
Clicked this video on a whim and seeing you use one of my favorite games as an example, The World Ends With You, made me so happy for no real reason. Video liked, you got me
TWEWY was soo formative for me! The original very literally changed my outlook on life. I’m so happy to see another fan
@@LighthoofDryden DUDE SAME HERE! I'm actually making a game inspired by it which you should prob be able to see from my channel! That game was one of the only reasons I put effort into being more social in school it was fantastic and I hope to make a game like it lol.
@@PheonixMetal60 !!! I’m so subbed now! VERY excited to see where it goes, even just having glanced it’s looking great!
@@LighthoofDryden Thanks man I really appreciate it!
The steam link wasn't send me to the game store page, I found it and wishlisted but you could lose some if you don't take a look at this. Great video btw!
You are my HERO. Thank you for this.
Super insightful video!! Even as an artist, lots of things go into a style that I would have never dwelled on, especially all of the post processing effects you mentioned! Also super interested in that note on normal maps, seems like a fun way to add just that much more immersion. Thanks for making this video! :)
Thanks for watching and for your thoughtful comment! Someday I’d like to figure out how to do that normal map thing, maybe I’ll make a video about that too :)
Dude this is so good and easy to understand! I really appreciate you talking about these concepts and applying it to your own game. You need to start a masterclass series haha. Great nod to Scarlett Deer Inn. I think Hyperdrive Inn also uses the same fabric style.
Note to self: if your game is about an Inn, you need FABRIC textures
@@LighthoofDryden real talk 😂
Top tier content, man! From the script to the editing and examples.👌 Keep it up and cheers from Brazil!
Thank you Breno!! Appreciate you 😄
Subscribed! You know its a good video, that even if you already know what he was talking about youre still enjoy watching it. Well written, edited, and narrated. Also I couldnt help but keep nodding. XD
thanks for being here!! I appreciate the kind words 😄
Just came from the game dev competition! Your art and style really inspired me!
Ahh thank you!! I’m honored!!
Thanks for sharing your knowledge with us and also for you deep analysis of Game Art Styles.
Thanks for your kind words :D
I just had an almost pavlovian response to hearing The World Ends With You get mentioned and instantly feeling happy, 'cause it was on my mind throughout the whole segment
TWEWY changed my life, I’m always so happy to see other people who love it as much!!
This video is an absolute godsend for me. I started learning how to draw about 6 months ago, so naturally, I have doubts about my own art style. I also aspire to become a game developer, so this video applies strongly here. A lot of my art is influenced greatly by Hollow Knights simple yet enticing design, and this video does a great deal on how I should treat my art moving forward, and how the art being reflected in a digital medium can seriously impact its look and feel. the video was also just really entertaining lol. I also look forward to your game
Hey thanks for your kind comment! I’m glad I could be of help 😄 keep pushing onward, you got this 💪
Your game looks so good! this was a really good breakdown on what makes styles so recognisable. I am a hopeful artist hoping to learn gamedev as a hobby and this was so helpful. good luck with Lighthoof!!
Thank you for your kind words!
That’s such an exciting place to be. Just try to learn a little or make a little something new every day, you’ll be amazed at what you can do in a year 😄
I watched this four days ago and like YES i love this so much?? i kept this bookmarked just so i didnt forget to compliment this vid but REALLY, these are really good points yand you showcase them really well! (glad to have our daily dose of HK representation LETS GOO) AND ALSO WHOA goodluck on your game?? your doing big things, my man, haha!
That’s so kind of you to come back 4 whole days later just to say nice things!! (Yes we MUST have our Hollow Knight)
And thank you!! Hard at work on the game and the channel every day let’s gooo
I really like the way U recapped the key points at the end, using an example :)
Wow, this was an real great video. Beatiful summed all the points up, cant wait to see the rest.
Hey thanks for saying so! I’m glad you liked it 😄
this was such a delight of a video to listen to.
Thank you! That means a lot :)
this is very interesting! i appreciate people breaking down art into logical parts. also very relaxing and sometimes funny.
Thanks for watching! I love making systems like this to help me understand stuff, and if it helps others, even better :D
thank yor for sharing this! it help a lot for a gamedev
This was an amazing watch man, thanks for providing this content.
Learning alot!
Thanks man!! You know I’m always here for the learning 😛
Nice breakdown :D well done, looking forward for ur next video :)
Ayy same to you Ibra!!!
This is an AMAZING video! Honestly when I looked down at the channel, I expected there to be hundreds of thousands of subs for the quality of idea, editing, humor, and analyzation! Trust me, if you keep posting, you will INEVITABLY get massive! Good luck!
Hey thank you! This really made my evening 😄
Also just saw your channel and subbed so fast. ✨CELESTE! ✨🏔️
im glad!@@LighthoofDryden
lol thank you!@@LighthoofDryden
As a non-artist I thought this video was super interesting! I have to reply on my programmer art for smaller projects and I find this really helpful, might have to try playing around more with post processing to see if I can create a more defined style
So much can be done just with palette, post processing, and consistent line treatment! But even beyond that, drawing is a skill that has a surprisingly short learning curve. With even like an hour of intentional practice a day, you can go from zero to “hey that actually looks kinda good” in as little as a month. (Telling you this because I needed someone to tell me this so I’d commit to it!)
I liked your leveling down game vid btw :)
@@LighthoofDryden Thanks! I might have to try that. My pixel art has gotten passible but drawing itself is a challenge (usually my stick figures don't even look right).
Thanks! I had a blast making that video!
Damn I needed this video. Just started playing with makeing assets in Krita for a game I want to make for fun. Cheers!
Oh heck yeah! Just keep experimenting, you’ll develop something you like :D
15:34 brooo aint no way the forgotten crossroads is called "encrizilhada esquecida" in portuguese
Also, nice video! though i will say those point apply to art styles in general, not just video games
Though 2D games rarely employ photorealistic graphics, there are some exceptions, like The Spirit of The Samurai.
Whoa, that game looks awesome! Can’t believe I’ve never heard of it before. Great addition!
@@LighthoofDryden Hello, coming back to this video because I think I might've found a second example of this kind of art direction in Albert Quinn: Quantum PI.
Please do make more game art videos. You have better understanding of art than most other game dev UA-camrs.
For example: A video analysing a visually stunning game will surely get many views. Even a video which just lists games with unique art styles will surely get views. You seem to know a lot of them.
Oh, thank you!! This is a really good idea… maybe after my 100 days to disinherited is done, I could do this with Nine Sols or something 👀
this channel is such a gem, i’m glad i found it! gotta buy your game when it comes out (and please don’t make it free, you deserve to get paid for your hard work!) XD
Aww, thank you! I appreciate your kind words and your taking the time to write this :)
Amazing informative video once again! very helpful while I'm trying to figure out what brush size to use for my game. I've been leaning towards a g-pen which varies in size, may not be good with animation but looks dynamic. Best of luck in Lighthoof! 🤩
I’ve been using variable width and it is a little more challenging for sure, but I think it does add personality, too, which is a bonus. What’s your game called?
@@LighthoofDryden Valid on the personality, I'll stick with it and see where it goes. It's in the early concept phase "Voltage Ventures" where you a music producer need to modify the modular synth to protect the world from invading aliens or something 😆
being a music producer and inspired from castle crashers (2.5D style) / Jak and Daxter (morph gun) thought it'll be fun to combine different audio filters/distortions to create different abilities
So far unreal engine has fried my brain a few times. Although going back to polishing concept art should help with visualizing it. Then diving back into development with a visual goal, that's the plan 👍
That was a fun video. When I get the time, I will try your game.
Thank you! I’m working on getting a full demo together right now, but if you wishlist on Steam you’ll definitely be notified :D
Bro its insane how talented u are
Thank you 🙏 that’s so kind
@@LighthoofDryden yeah man, disinherited looks really fun and making that much progress in such a short time is crazy
great video, you deserve way more views
Thank you! Though I’m already very happy and surprised at how well-received this has been :D
Great content man!!
Hey thanks!! I’m glad you enjoyed 😄
So good and well thought off.
Thank you! That means a lot coming from an artiste like you!!
To me the prettiest games i've ever played (in terms of visuals alone) were both *Ori* games (Blind Forest/Will of the Wisps). The art was so shockingly beautiful in those games that left me in awe the whole time, like a little kid watching a very well made Pixar movie. Now, if i was to pick a 3D "photorealistic" game as the prettiest, i'd say *Horizon Zero Dawn* takes the cake.
The Ori process is truly amazing, and what they had to do to get it to run well on switch is nothing short of a miracle (there’s a great video about it if you search it up!) it’s getting talked about in the follow up to this vid!
HZD’s art direction is also just chef’s kiss. Such a uniquely designed world
you are my inspiration for making games
What a beautiful thing to read. Keep at it and love the learning process and you’re gonna do amazing things!
@@LighthoofDryden
Clicked due to the hollow knight thumbnail , stayed for the video. Gotta say you just having 1K subs is criminally underrated
Hey thanks!! I’m only just getting started on here ☺️ but I appreciate you!
Where can i listen to your music man? Great video btw
Ay thanks! I’m Dryden Thomas on Spotify and stuff, and all the music you hear in the vids is me too :)
I see hollow knight, i watch video
Though seriously
Great video dude!!
I am the same 😆 thanks for watching!!
You know the video is good when there is no singular bad comment
How did u manage to do dof on the background did u just blured the sprite or u manage to add dof to multiple camera then stack them. Great content btw
Hey thanks! And yeah, I’m doing a multiple-camera solution for Lighthoof!
I would like you to know i audibly semi yelled "WHAT" when i saw your subscriber count and i am one to not usually to do that. Keep it up!!!!!!!!
Thank you haha!! That’s very encouraging 😄 appreciate you being here!
I love so much that violin song you use
Thank you!! I made it a long while ago 😄
@@LighthoofDryden I think I hear it on one of your devlogs a couple of months ago, and since then.. from time to time my brain reminds me of that melody, it is really charming..
@chinkram thank you, that’s so nice to hear 😄
Excellent content, please share more about the game art. It's really difficult to start game art for a programmer.
Thank you! I definitely agree that game art is one of the hardest parts haha. I'll be thinking about more videos I can make on the topic (the one I'm editing now is also about art!)
Hell yeah! @@LighthoofDryden
7:04 every where
5:01 lmfao
13:55 Hmmmmm nice geo count
Nice video!
Hey thanks!! Glad you enjoyed it!
Might add "effects" and "animations", if I was to over analyze the elements of art style.
That’s a great point! I basically categorically omitted everything to do with movement, which is pretty important for games.
Yeah, and you are right to do so... I hesitate to add these to a completely generalized breakdown, as not ALL games will have. I'm pretty sure ALL games will have your 9. I'm thinking edge cases like board games and text-based... Can a text-based game be said to have lighting? Sure. Anyway, I'm working on a text-only Checkers ARG with loads of particles.😮
what a video
Can anyone tell me the name of the game at 9:52?
That’s GRIS! (Hiiighly recommended, beautiful experience)
Can't believe you didn't even mention Valkyria Chronicles.
Another UA-camr counted the layers in the hive and found something like 15 layers deep
My goddd that’s intense
ROOT MENTIONED ROOT MENTIONED
Root’s vibes are IMMACULATE
when you said "poly count of the models that are used or 3D pixels known as voxels". did you mean vertices?
It might not be clear because I was talking about two different things in the same sentence, haha. But what I was trying to say was you could use the concept of “resolution” to think about the poly count of your 3D style, or you could think about the size of voxels in voxel-based games.
Ok thanks. i didn't really think you would respond. maybe i just didn't under stand because i have dyslexia.@@LighthoofDryden
Eastward. I love hollow knight but I strive to make anything as beautiful as eastward.
Oh wow. I haven’t seen that one before, but wow, it’s stunning looking
@@LighthoofDryden That’s really surprising to hear but yes, it really is stunning 🥹 It also a super fun game, I recommend it.
@@qho5teastward use normal maps for shadows and highlighs on top of the pixel art. (the pixel art on itself is very simple, but really well executed, and great color choices)
@@chinkram woah, that’s some amazing insight! Where did you learn it was made that way? or are you just an expert?Also, yeah the colour is really the most impressive aspect 🥹
@@qho5t the developer posted it on their twitter their process if im not mistaken (i saw the repost on pinterest) but i'm not expert by any means:P
I would suggest you to mock up a in game screen on a drawing software, and in pixel art the less colours you use is the way to go imo. color palettes or colour ramps definetely helps a lot.
I'm your 500'th subscriber. Remember me when you're at 1m, okay?
I’ll never forget you @Skivv5
ty :) @@LighthoofDryden
his entire room is monochromatic
RAIN WORLD
Agreed^^^
I agree that hollow night has a all of those things, but there is another game that is cool that’s called Dead Cells
Dead Cells is so addictive! Their art process is really interesting, too, I’m talking about it a bit in the next vid 👀
Hey im curious, will lighthoof be on switch?
That’s the goal! I’d like to do Switch right after Steam, because I think it’ll feel at home on the platform :)
well you encouraged me to get back to youtube - thank you for that fam here is from my content creation channel
Oh hell yeah!! Subbed
could you do an analysis on RAIN WORLD
i love the style of rain world even if it's pretty simplist
Me too, it’s so gloomy and surreal
your voice is godly
Hey thanks!!
just saying, good thumbnail, would not have clicked if hollow knight wasn’t there
I too, click the Hollow Knight at every opportunity
I will whishlist your game only if it's available for linux too. (narcissim lol)
I’ll make it happen! Definitely want as many as possible to be able to play ☺️
what does this like means? Will you release it for linux too?
@@LighthoofDryden I'll whishlist it now
@@LighthoofDryden subscribers count is 646 now
@@Just_Code444 heck yeah it is! Thanks for the sub :)
Hi ur cool
I’ve never felt so cool as reading this
@@LighthoofDryden no problem;)
Why does the thumbnail art look quite good untill the pixel art. All effort died there lol.
Twofold reason of 1) I don’t do pixel art and 2) pixel art is really annoying to do in procreate and I got tired of fighting with it lol