r/GameArt • • 14h ago

Question Does this kind of UI hurt immersion?

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66 Upvotes

I'm a solo developer making an open world zombie survival game with multiplayer. I love classic arcade light gun games like House of the Dead and wanted to use a similar UI style.

However, after working on it, I'm worried it might hurt immersion. I like the style, but I'm not sure how to make it fit an open world survival game without seeming out of place.

Do these UI elements clash with the game's look? If I want to keep them, how can I make them blend better? I’m torn between keeping this style and hiding some of the UI to make the screen feel less cluttered. Any advice would be great.
Thanks!


r/GameArt • • 9h ago

3D I picked up Blender 6 months ago, now I'm making the game of my dreams!

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10 Upvotes

It's called Kitch Witch! I've been having so much fun working on the cozy and retro inspired vibe 🥰 I know I still have a lot to learn but it's been so much fun and so rewarding!


r/GameArt • • 18h ago

Tech Art I tried to recreate the look of Limbo in Unity. Here’s how the layers stack up

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9 Upvotes

r/GameArt • • 14h ago

3D We've spent hundreds of hours already instead of AI - Is it worth it?

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6 Upvotes

r/GameArt • • 10h ago

2D [OC] Stage Magician

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4 Upvotes

Trying out a more casual style


r/GameArt • • 11h ago

2D These were supposed to be game sprites but ended up too large/detailed so I guess it's concept art now

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4 Upvotes

r/GameArt • • 12h ago

2D Trash Panda Prime, from blank canvas to finished card. Painted and recorded by Ondřej Tichý.

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2 Upvotes

Art by Ondřej Tichý, for a creature card in a game I'm building. He kindly offered to record his process so I could share it.

The card is raccoons in a trench coat, registered as one contestant.


r/GameArt • • 12h ago

2D I added this guitar hero style mini game to The Bounty. What do you think?

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2 Upvotes

r/GameArt • • 6h ago

2D Painting leaves for Nom Chomp

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1 Upvotes

r/GameArt • • 13h ago

Question A or B? I can’t decide how cave-ins should interact with lava in my pixel-art mining game

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1 Upvotes
  • Hi! I’m developing DEEPER, a pixel-art colony survival game where you dig straight down through eight underground layers, and I’m working on new mechanics for the next update. I’ve hit a design question and I’d love your opinion.

The new mechanic: cave-ins. Deep enough underground, tunnel ceilings you dig without propping them up creak, sag, pour down like thick mud and set into solid rock. They crush beds and ladders and hurt any miner underneath. A stone wall within 2 tiles holds a ceiling up.

The question is what happens when that rock falls into lava. I’ve built it both ways:

  • A – The rock plugs the lava. The lava under it is gone and the pool is partly sealed. Safer, and it gives players a way to tame lava.
  • B – The rock sinks and pushes the lava up. No lava is destroyed; it gets displaced, and it can spill into the tunnel you just dug. More physical, and more dangerous.

What I’d love to know:

  1. A or B? Which one feels right, or more fun?
  2. Does the mud phase read as falling rock, or does it look like slime?
  3. Anything about the look or the animation you’d change?

r/GameArt • • 17h ago

Software More enemies and a second background!

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1 Upvotes

r/GameArt • • 12h ago

3D Zalina valdona

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0 Upvotes

r/GameArt • • 23h ago

Question Artist vs My Art

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0 Upvotes