

The graphic novel inspired look, and more specifically the influence of Mike Mignola’s art, came from these ideas. Since we’re talking about Kaiju, we felt like strong, visually contrasting and impactful elements would be great to portray their sense of size and weight, and convey the intended narrative elements well.

At first we decided what the mood, theme and atmosphere we wanted for the game as a whole, and once that was locked, we started experimenting with how we could convey that best. Takashi: The art style didn’t exactly come from just one specific place. How did the team come upon deciding on the game’s dynamic art style?

We use a lot of programs in addition to that such as fmod for audio, as well as Krita and Spine for art and animation. It’s allowed us to do a lot and bring the game to as many platforms as possible (Switch, PC, PS4, PS5, XBO, XSX). Then we got WayForward on board and have been truckin’ along ever since! What programs have you been developing the game on? How has progression been with making Dawn of the Monsters?Īlex: The game engine we use is Unity, and we’ve been using it for years now. We started initial development in late 2018 and in 2019 we kicked into high gear and showed it off at G-Fest.
Dawn of the monsters game full#
Read our full interview with 13am Games below: How did you come to start this project?Īlex: Well, most kaiju games tend to be either fighting or strategy games and I always thought to myself “Why has no one made a kaiju beat em up? I mean, that’s the perfect combination, right?” I always wanted a kaiju game that I could play co-operatively with a friend!
Dawn of the monsters game series#
It is available for digital download on the Nintendo Switch, PC, PS4, PS5, Xbox One, Xbox Series X, and Stadia. Update: As of Dawn of the Monsters has officially launched. Team TokuNet sits down with 13am Games, the developers behind the tokusatsu inspired brawler Dawn of the Monsters, to learn more about development and inspirations for the game.
