Art Style

Art style is one of the most important aspects of games, as it serves as both an advertisement for what the game is and a draw for potential players and investors. Below are some press release images from The Legend of Zelda: Breath of the Wild (BotW). I know I often emphasize this game, but it truly excels in many areas. The two images showcased below effectively sell Breath of the Wild as an open-world adventure game. They highlight the three-dimensionality of Link, which he has not been able to fully utilize in previous games. This feature allows potential consumers to imagine the possibilities of exploration and traversal in the game. The art creates a sense of anticipation, making players feel, “I think I can go over to that interesting thing,” and then actually being able to do so.

While exploration is a significant component of *Breath of the Wild*, it is far from the only driving force behind the game. The narrative serves as a powerful catalyst, motivating players to traverse the diverse terrains and climates that the vast world has to offer. Without a compelling storyline, paired with striking visual artistry and captivating character designs, players might lack the inspiration to delve into every nook and cranny that this expansive adventure presents.

One of the standout features of *Breath of the Wild* is its distinctive art style, reminiscent of an intricately painted canvas. Each character appears to be meticulously handcrafted, giving them a sense of personality and depth. This ‘painted’ aesthetic not only enhances the uniqueness of the character designs but also cleverly accommodates the limitations of the Nintendo Switch’s processing power. The artistic choice is not merely a marketing strategy, it establishes an enchanting atmosphere that enriches the gameplay experience, inviting players to lose themselves in its beautifully crafted world.


Demon Turf (DT) is a game that features a hand-drawn art style. However, rather than aiming for a realistic painted look, it embraces a more cartoonish and comic-inspired aesthetic. The game is characterized by bold outlines on both objects and characters, with the most notable aspect being the flat design of the characters. The main playable character is flat but can still interact within a three-dimensional space. This unique design allows for a variety of interesting appearances for the characters and their animations.

I believe that incorporating a flat artistic style into my game design could be incredibly intriguing, particularly in relation to the ‘otherworld’ theme I am still exploring. Aside from the character dimensions, the artwork itself is bold and unique, which brings a great deal of life to the game world. This engaging aesthetic encourages players to progress through the levels, eager to discover more of what the game has to offer.


Tunic is a game that features stunning concepts and beautiful in-game art. However, despite this artistic direction, the game’s character models are quite simple, often reminiscent of old-style video games with their low-poly aesthetics. This design choice creates a sense of familiarity for players, and the approachable art style contrasts with the game’s challenging and enjoyable gameplay.

Additionally, the simplicity of the design allows for greater creative freedom in the three-dimensional space, enabling players to access various areas of the map in unique ways. Players can bypass what appears to be the intended path, even though both routes are equally valid. This design leads to a complexity in the game’s conclusion, which features both a “true” and a “false” ending, depending on the player’s exploration and use of these “shortcuts.” Players who do not fully explore the world may miss out on the richer ending.

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