Developer Interview: Environment Artist

Hello and welcome to another episode of our Developer’s Interview! Have you ever wondered who is behind the breathtaking landscapes and sceneries in Goblin Stone? In this Developer Interview, we are shining a spotlight on our talented 2D environment artist, Amy!

Let’s peek into Amy’s work and her process in creating visually appealing environment art and get to know how we created a stylized 2D world reminiscent of a storybook adventure in Goblin Stone.

 
 

Can you tell us a bit about yourself and how you got started as a 2D Environment Artist?

Since I was a child, I've had a great interest for art and a fascination with game environments, which encouraged me to start learning more about it and creating my own art. I began by dabbling in many art mediums, which helped me to build a solid foundation in drawing and composition. Creating art gave me an opportunity to join the game development industry and I was able to explore the intricacies of creating visually stunning environments for video games.

My journey as a 2D environment artist has been a continuous learning process. By immersing myself in the world of art and gaming, I have been able to continuously evolve and refine my craft. Overall, my path to becoming a 2D environment artist has been one fueled by passion and working with Goblin Stone pushed the boundaries of my creativity in a positive direction.

What does a typical day look like for a 2D Environment Artist for Goblin Stone?

A typical day for a 2D environment artist for Goblin Stone is a dynamic mix of creativity, teamwork, and dedication. My day usually begins by collaborating with the art and design team to have a clear art direction of what I will be working on. 

Based on how the team wants the setting to feel and appear, I start doing my research and gathering various visual references—from actual photos to imagined concepts— to take inspiration from and use it to create my own concept art. 

I sketch out my ideas in various compositions and styles, then work with the team to further develop them until we get the proper mood for the scene and are certain that they are in line with the overall vision of the game.

 
 

What tools and software do you typically use in your work?

In creating scenes for Goblin Stone, I utilize Photoshop and Unity for a variety of tasks. Photoshop is my primary tool for creating high-quality 2D assets for every element or object you can find in the environment, from the clouds in the background to the bushes and stones in the foreground. Photoshop enables me to design and render these 2D assets to the visual quality and style that the game requires.

Once the 2D assets are ready, I import them into Unity. Unity's level design tool allows me to place and arrange these assets and piece them all together to create a unique scene or environment in the game. 

By utilizing the combined features of Photoshop and Unity, I can effectively create visually captivating and engaging scenes for Goblin Stone, ensuring that they meet the artistic and gameplay requirements of the game.

 

Asset placement on the many layers of the environment using Unity.

 

How did you develop the concept for each biome in Goblin Stone and what are steps or your inspirations in bringing this vision to life?

For me, the first step is determining how we want the biome to appear and what general feel or tone we want to achieve, such as whether it should have a bright atmosphere like the Hinterlands or a harvest season feel like the Golden Hollows and so on. Having a good grasp of the game’s story and how each location is described in it also helped me visualize the general look of the biome.

From there, I research similarly existing biomes in both real-life nature and fictional art, identifying the key features or details that they have. I draw inspiration from them and use it to create a biome that fits the game's aesthetic.

The most fun part of this process for me is drawing up initial concept designs in different compositions and thinking about how every part would come together seamlessly by playing with different color palettes and adding in interesting structures or landmarks that are mentioned in the game. 

And lastly, the final step of creating a biome or any art in general is polishing the details and adding the team's vision through back-and-forth sharing of feedback and ideas until we are all satisfied with the final look of it.

Which Goblin Stone biome did you enjoy creating the most?

I particularly enjoyed creating the Mushroom Forest biome because of its unique and whimsical atmosphere. The combination of vibrant colors, intricate mushroom structures, and the sense of enchantment it evokes made it a delightful and engaging environment to bring to life. The Mushroom Forest biome was a fun challenge for me since It was a good change of pace from the other biomes we have made.

 

The mushroom forest biome

 

What is the biggest challenge incorporating 2D environment elements in a game mixed with 3D characters?

The biggest challenge is ensuring that the art style of the 2D elements seamlessly blends with the 3D characters of the game. This means the lighting and shading must be consistent since 3D characters are typically rendered with dynamic lighting and shadow effects, it is challenging to match accurately with the 2D environment. Luckily, our 3D characters are stylized with line art outline and ink hatching to make sure that the models are similar in appearance with the environment.

Another challenge is maintaining a consistent depth and perspective in the environment. Since 2D elements are inherently flat, it can be tricky to ensure that they align convincingly with the three-dimensional space of the game. Balancing the depth and proportions of the characters and the environment is vital to avoid jarring visual inconsistencies. 

What are the key skills and qualities that a 2D Environment Artist should possess?

For me, the most important quality that every artist should have is a balance of artistic talent, technical expertise, and a collaborative mindset, as these all contribute greatly to the visual storytelling and immersion of the projects on which they work on. 

Creativity, of course, comes naturally to every artist but it also helps to have a vast visual library and knowledge of different places to be able to create a unique environment art. As a 2D environment artist, my knowledge in using various art tools like Adobe Photoshop and development tools such as Unity helped me bring my art into the gaming world.

And before I forget, having a continuous drive for self-improvement is also a valuable quality for a 2D Environment Artist (like me!).

 

Different assets and elements that can be found in the mushroom forest biome

 

Can you share any advice for aspiring 2D Environment Artists?

Invest time in learning and improving your skill with digital tools like Photoshop and Unity if you want to become a 2D environment artist, particularly in the game industry. Collaborating with other artists and seeking advice can definitely help you grow and improve your craft. Last but not least, you must have a passion for art and gaming.

That wraps up our devblog with a talented 2D Environment Artist, Amy! We hope this glimpse into her world has inspired you and provided valuable insights. Join us next time for more intriguing developer interviews and behind-the-scenes glimpses into the world of Goblin Stone. Stay creative!