3 thoughts on “I’m working on internal art for Impulse Drive.”

  1. Personally, art with animal-people make me far less likely to get a game, and cartoon-ey art is not appealing to me.

    I think Impulse Drive as a game seems amazing, but if it is going to be full of cheesy art like that I might just stick with the art-less playtest. It makes the game seem zany and over-the-top instead of serious and involved.

    I realize this sounds rude, and please know it isn’t personal. I figured you would want feedback on the art, and I am giving my honest thoughts.

    I hope the best for Impulse Drive and look forward to seeing it in its final form.

  2. Thanks for the comment David!

    Currently, the art in impulse drive is primarily dictated by 1 major factor: Budget.

    That budget is $0.

    The only person I can ethically pay $0 for art is myself, so I’m stuck with my own skill level which is definitely not realistic.

    I’m also looking towards what a budget would look like for printing in the future, and B&W printing is much cheaper. Using screen tone, a lot of shading and texture can be achieved easily and quickly on pieces. In this hound image, for instance, I spent roughly 3 hours sketching and doing the outlines, and an hour learning how to use the screen tones and applying them.

    When it comes to a kickstarter, I intent to pay professional artists for higher detail linework, but I’m still experimenting with style.

    As for animals, aliens of various sorts will feature heavily in the book. Many ‘forhead aliens” that you see in a lot of scifi tv shows, some more outlandish sorts that comics and videogames can get away with.

    The dogoo hound is more of a dad joke that I couldn’t resist.

  3. Adrian Thoen I understand. If I could draw people, I would volunteer to draw people for the game. As is, I can do maps, but PbtA games typically don’t have maps. If you do though, let me know and I would love to help pro-bono.

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