Case study
Blades of Deceron
Blades of Deceron is a single-player medieval fantasy game currently being developed by Dreamon Game Studios. It immerses you into a rich fantasy world sprawling with various characters and 4 main factions to interact with, as well as a variety of minigames to keep you busy between combat encounters.

We were honored to create all of the pixel art visuals for the game, including world map tiles and assets, fighting locations, factions’ designs, characters, weapons and equipment. For this project, we were required to combine fantasy style with realistic medieval aesthetic.
The global world map

The game consists of two main gameplay sections: a global map and a fighting scene. The global map is in top-down perspective.

In the world of Deceron, the land is divided by 4 main factions, and a few smaller ones. To emphasize the distinction of each faction, all of them have their own unique biome, architecture and settlements.

  • Kingdom of Braryrian: green plains and forest biome
  • Kingdom of Elukhis: a desert biome
  • The Holy Empire of Azivnia: a steppe biome
  • Clans of Valthir: a snow biome
We created tile sets for ground, mountains, forests, roads, water and shores. Settlements, stones, trees and other small objects are made as assets. This allows the developer to build different unique locations on the map.
Fighting and quest locations

The second section of the game is the side-scroller fighting and questing areas that correlate with global map locations. Each faction has two main locations: settlements and arenas, each with their own architecture, nature and objects.

These locations utilize parallax effect that adds depth, and procedural generation that allows the developer to create multiple locations of the same type from one set of assets.
Settlements
Arena
We created several kits of tiles, buildings, trees, mountains and other objects according to the parallax scheme, so that they can be easily mixed. It allows the developer to create almost infinite number of unique locations.
Parallax layers specifications provided by our client DreamOn Studios

Factions and character design


In addition to unique biomes and architecture, each faction received its own visual style with emblems, units and equipment. The goal was to create different but compatible factions based on realism with some fantasy elements. In our work we were inspired by different locations and periods of human history.

Emblems

Emblems are one of the most recognizable elements that define factions.
Kingdom of Braryrian
Kingdom of Elukhis
The Holy Empire of Azivnia
Clans of Valthir
Units and faction equipment
Braryrian unit assembly
Character equipment has a layered structure, which gives a player freedom to create their own character, choose alliances and experience progression. And of course, this layering is required for this game’s in-engine puppet style animation.
Customisation

The more the merrier. Weapons, shields, armor and haircuts are given to you in the name of customization. All items are compatible with each other.
Weapons tiers
Shields
Armour
Hair

Blades of Deceron is currently in Beta!

To see some of these assets in action sign up for Beta on Dreamon Studios website.

If you plan to create a game in pixel art style, we will be happy to guide you through drafting a design document and to develop exciting visuals for your project.
Tell us about your project and we will get back to you
to chat about it:
Reference files
How did you find out about us?
Want to know more? Ask a question? Share a not-yet-formed idea?

Feel free to message us on socials,
or email us!