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TIGSource ForumsDeveloperArt (Moderator: JWK5)Box art for 2D shmup: Abstract or in-game visuals?
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Author Topic: Box art for 2D shmup: Abstract or in-game visuals?  (Read 1289 times)
Xonatron
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« on: October 27, 2015, 08:01:37 AM »

Compare my tentative PS4 box art to my older Xbox 360 box art of the prequel:


Score Rush Extended (PS4) -- tentative box art.


Score Rush (Xbox 360).

P.S. If I were to use in-game visuals for my PS4 box art, the visuals are improved over the Xbox 360 version:
http://forums.tigsource.com/index.php?topic=50858

Which is better?
Does in-game art communicate the game better?
Does it look less professional?

Also consider shmups is a niche market, however it would be nice to capture some mainstream audience who are easily intimidated but too many bullets in the box art and screenshots -- this I know from experience -- however they are more at ease when they play the game and realize the design goes easy on them.

Please feel free to give me any feedback on how to make better box art. Be brutally honest! Shocked
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
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