Michele Mantovan

Steady Drop – Log #6 – 2D Art


This post on Steady Drop development is about the art process and choices I’ve made.

Minimal style

During the pre-production phase I wrote down all the possible styles I could develop for Steady Drop, and like I said in one of the first posts, I was thinking to give to my game a cartoonish-like style, similar to Cut The Rope, just to mention a famous example. I finally chose a minimal style in order to emphasize the gameplay and reduce the distractions and also because it is easy to maintain.

Since the style I wanted was really simple and minimalistic, I started to create the assets on my own. I’m not an artist, but this type of style is something I’m able to work with. I wanted the main focus to be game logic and gameplay so I eliminated the unneeded and went back to the roots: the shapes and the colors. I think that sometimes all we need to recognize an object is its shape and its color, so every element in Steady Drop has its particular (geometric) shape and its inner color. I regret a bit this choice but it makes possible to speed up the assets production and allows me to concentrate more on the development.


The need of using a vectorial format

Having a minimalistic and geometric style for all the graphic assets led me to think using a vectorial format. The pros of using a vectorial instead of a lossy format are quite important on both technical and design side:

  • Smaller file size.
  • Changing resolution without loosing details.
  • The sharpness of the shapes are always very neat.


Obviously this pros are applied for my project, you don’t always need a vectorial format. I grabbed my favourite vectorial editor and I created some ideas of objects and actors of the game. And after some concepts and a lot of inspiration sessions, I came up with the (almost) final version (posted here). The problem at this stage was: I could possibly take advantage of a vectorial format in Unity?


Using the SVG importer

To solve this issue, I tried to find a way to use natively a vectorial format in Unity but unfortunately Unity (version 5.4) does not support vectorial formats, at least I haven’t found a native support. So, I started looking on the assets store and I found this (SVG Importer). Basically this tool imports a SVG file and convert it in meshes (I think one for any visible closed path), keeping the quality of the shapes at any resolution, I thinks even retina displays. The integration was very easy with no code required and the results are very good and I’m happy with it. I’ve only one little issue on replacing a svg texture at runtime but I solved it with a little workaround.


The next post will be on putting everything together and on code management. Stay tuned 🙂