Deity Cell was the first project I was given a leadership role on, and that responsibility prepared me for wearing multiple hats. At first, I was a part of an early drafting team focused on creating a visual identity for the game. After this ground-up visualization period, I was offered an opportunity to become art lead afterwards and accepted the position. I got to work on character concept iterations, which turned into finalized turn-arounds for low-poly models as the project progressed. I modeled the characters and textured them myself, and then sent them to our animator for rigging and animating.
I created asset lists for decorating the scene, and made mock-up sketches for props. The color palette was integral to the game, especially since the chosen gritty sci-fi atmosphere made color options limited. It became even more so important once we decided to use a pixelating filter over the graphics to give a retro feel. Shapes were important to distinguish, which a well-defined palette helped with.
The simplistic, retro-indie graphic choice was my own choice with our small team and time constraints in mind. Instead of trying to mask our limits and risk potentially stretching ourselves thin with an incomplete game, we accepted the circumstances and proceeded to push them into creating our own unique style.