Artbook
Artbook
Knights of Pen & Paper 2 © 2015 Paradox Interactive. The typeface used in this book is Curse Casual by Jayvee D. Enaguas, licensed under Creative Commons CC-BY-SA. 3.0.
FOREWORD
I have always wanted to make a role-playing game, but the sheer amount of work they require
can be something of a roadblock for smaller development teams. In that sense, getting to work
on Knights of Pen & Paper 2 has been a dream come true, and not only for me, but for the whole
team behind it.
From start to finish, our office has been filled with old stories of favorite role-playing
moments and pop culture nostalgia. For the artists in particular, the project offered a rare
opportunity. Few other game worlds are as open to quirky ideas, after all.
In this digital art book, we've collected game art and stories behind them. This game has been
a lot of fun to work with and we’re hoping that it shows in the art as well.
Yours sincerely,
Juha-Matti Pulkkinen
Producer, Kyy Games
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1
GAME WORLD
WORLD MAP
A lot of effort went into finding the
best art style for the world map.
The initial version was simple and
angular reminiscent of many an
8-bit game. After finding the right
style and colors, finishing the map
turned out to be more work than
was initially estimated. Making
systematic pixel art on a very large
canvas ultimately required the
combined forces of three artists.
As such, this is the only truly
collaborative art asset in the game.
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LOCATION ART #1
All locations had to have empty space in the middle to fit up to seven monsters. As screen orientation and resolutions vary widely between mobile
devices, the middle space was the only part that showed on all combinations. The PC environment is much more uniform in this regard.
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LOCATION ART #2
In the original game, dungeon backgrounds contained changing elements that varied from room to room. In the sequel, we extended this feature
to most locations.
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2
CHARACTERS
CHARACTER DESIGN
Early on in the project, we locked in on the
idea of making the player characters a
bunch of high schoolers. While this
approach plays with recognizable
stereotypes, we ourselves felt victims to
them. We ended up adding in more diversity,
especially regarding skin tones and
genders.
Jock Cheerleader Lab Rat Surfer Bookworm
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NON-PLAYER CHARACTERS
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3
MONSTERS
TARASQUE
From very early on, it was clear that we wanted to start the game
with an epic action scene. We set up a fight against one of the most
iconic monsters, the practically undefeatable Tarasque. His full
screen size combined with his gentle nature was endearing to
everyone so we ended up adding in more scenes with him.
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MONSTERS #1
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MONSTERS #2
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MONSTERS #3
The letter monsters are a shoutout to
roguelike games from the past. Keeping
true to the spirit of Knights of Pen &
Paper, they were adapted to the game in a
twisted way.
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MONSTERS #4
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MONSTER ANIMATIONS
1 2 3 4
5 6 7 8
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4
ITEMS
ENCHANTED EQUIPMENT
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ITEM ART #1
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ITEM ART #2
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5
ART STYLE
FIRST DRAFT
The first game image pitched to Paradox Interactive shows an upgrade of the graphic definition from the original game, but the art style wasn’t
quite there yet.
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FINDING THE ART STYLE
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MORE PIXELS
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ORIGINAL ZEROTH ART
The area of Zeroth represents the Game Master’s early creations. With locations such as Paint Art Village, we played with the idea of letting
non-artist team members make the art. This deliciously authentic approach backfired as the departure in art style simply didn't feel right.
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SKILL ICONS AND EFFECTS
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MAKING THE ART
We tend to start pixel art by blocking in an outline with few colors. As the basic shapes start to form, we add in more details and tones. However,
care is taken not to blend in the colors too much to retain that lively pixel art look.
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Thank You!