The Art of INANIMA: How We Created a Pixel Art Survival Horror
Explores the creative process behind INANIMA, blending pixel art with the immersive tension of survival horror. Inspired by classics like Resident Evil, the team shares their passion for creating a visually and emotionally engaging experience.
Obscure Tales
11/29/20245 min read
The Art of INANIMA: How We Created a Pixel Art Survival Horror
At INANIMA, we wanted to blend the nostalgia of pixel art with the eerie, immersive atmosphere of survival horror games. Our goal was to craft a visual style that embodies the essence of the genre and supports a story filled with mystery and tension. We believe we’ve achieved a unique approach that we hope will resonate with players.
Why Pixel Art
Whenever we give an interview, one question always comes up: “Why pixel art?” It’s so common that we sometimes joke about adding it to an official FAQ. But honestly, we love that players are curious about this aspect of the game. After all, art is one of the first things that grabs attention, and if it sparks so much interest, we feel we’re on the right track! That’s why we decided to dedicate a special section of this blog to answer the question in more detail and share what makes pixel art so special to us.
Pixel art has something unique that goes beyond its nostalgic aesthetic. Its simplicity allows players to imagine and fill in what isn’t directly shown on screen, making it a powerful tool for storytelling and atmosphere. In a game like INANIMA, where mystery and tension are fundamental, this approach helps amplify psychological terror. Additionally, we wanted to pay homage to the great survival horror classics that inspired us, such as Resident Evil and Silent Hill, while developing a style authentic to our narrative.
For us, pixel art is more than a style; it’s a way of storytelling that allows us to connect with players in a special way. In our previous game, Lamentum, we discovered how powerful it can be for conveying emotions and creating immersive atmospheres. With INANIMA, we sought to build on that experience and push new boundaries. Though we still feel we’re learning and improving, we’ve poured all our effort into using pixel art to bring the oppressive, secret-laden world of INANIMA to life. We hope players feel the same connection we did while creating it.
Building the Atmosphere
Every pixel in INANIMA was crafted to contribute to the game’s oppressive atmosphere. From shadows cast in the corridors of the facility to textures that suggest organic forms in the creatures, the art reinforces the sense of isolation and danger in subtle ways. It’s not about flashy graphics but small details that come together to create an immersive atmosphere, inviting players to feel the tension of every moment.
Colors That Tell Stories
From the beginning, we wanted INANIMA’s color palette to be an extension of the narrative. Dark, desaturated tones dominate, wrapping the player in an oppressive and mysterious atmosphere. These colors reflect the despair and isolation that define the Spira facility, making every corner of the environment feel somber and tense.
However, we also recognized the need for moments of contrast. That’s why we used accents of vivid colors at key points in the game. These not only help guide the player toward important objects or standout areas but also reinforce the emotional tone of each scene. A flash of red might suggest danger or urgency, while a bright blue could convey calm or disorientation. Every color choice was designed to immerse the player further into the experience and ensure every visual detail contributes to the story.
Playing With Light and Darkness
Lighting is one of the most important elements in INANIMA for building tension and bringing the oppressive world of Spira to life. Even in a 2D setting, we used dynamic lighting effects to create a sense of depth and realism in every scene. Lit areas not only guide the player but also contrast with deep shadows that conceal secrets and dangers. This constant interplay between light and darkness makes even a simple hallway an unsettling experience.
Moving through dimly lit spaces can create a constant feeling of vulnerability. The player doesn’t always know what lies beyond their flashlight’s beam, feeding their imagination and anxiety. Aiming at dark corners, expecting to find something but unsure of what, can be as terrifying as facing a visible threat.
Animations
In INANIMA, every animation is created using traditional frame-by-frame techniques. Creatures move in ways that provoke discomfort. Subtle details disrupt the player’s sense of calm, making the familiar unsettling. Even with the limitations of pixel art, every pixel is meticulously crafted to evoke visceral fear that connects on a subconscious level.
The creatures in INANIMA are characterized by their abstract design and animations that change depending on their environment and the player’s actions. Each enemy has been uniquely designed, with animations that reflect specific behaviors and state transitions.
Details That Tell Stories
The environment in INANIMA isn’t just a decorative backdrop but an integral part of the narrative. Every room, corridor, or object has something to convey, no matter how small.
We’ve put great effort into ensuring that every detail contributes to the story we’re telling. A worn mural might hint at the anguish of failed experiments, while an abandoned terminal could provide crucial information about the events that led to Spira’s collapse. Everyday objects, like an overturned chair or a broken lamp, are there to spark questions and draw the player deeper into the mysterious atmosphere.
We want every player to feel curious about uncovering what happened, and through these details, piece together the story for themselves. The goal is to invite players to explore every corner, slowly connecting the dots of the narrative and allowing the story to unfold organically as they progress.
What’s next
In future posts, we’ll continue exploring the art of INANIMA, its characters, and its environments. We’ll dive into the details of design, the emotions we aim to convey, and the decisions we made to build this immersive experience. All this and more is still to come.