Drawing the Depths: The Visual Challenges of Setting Your Indie Game Under the Sea

PROBLEM 1: How Do You Show Weight in a Weightless Environment?

Yeah…doesn’t quite work.

It’s all about the subtle details.

The weight problem also affected the weapons.

The original animation (and ship) vs. what it became.

PROBLEM 2: What the Hell is In The Ocean Anyway?

There aren’t a lot of visual cue’s you can give someone to let them know “hey, we’re at the bottom of the ocean”, and so many of the environments have required a lot of iteration in order to read correctly.

Conclusion:

Also, some big news: we’re going to be in the Steam Games Festival from June 9th — June 14th!

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We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.

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Bomb Shelter Games

Bomb Shelter Games

We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.

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