Home News Fantasy RPG Worldbuilding: Interview with Goddess Order Devs

Fantasy RPG Worldbuilding: Interview with Goddess Order Devs

Author : Riley Nov 25,2024

I had the opportunity to take part in an email interview with two of the developers from Pixel Tribe, the team behind the upcoming Kakao Games title, Goddess Order.Thank you to both Ilsun (Art Director) and Terron. J (Contents Director) for taking the time to answer our questions, and giving us insight into how development for a pixel RPG works!Q&A With Pixel TribeDroid Gamers: What inspirations do you use when creating the pixel sprites for each character?


Ilsun from Pixel Tribe: “Hey there! I’m Ilsun, the Art Director at Pixel Tribe, overseeing the graphics for Goddess Order. Goddess Order is a mobile action RPG in development, led by the core team behind Crusaders Quest, which gained acclaim for its pixel graphics. I’m thrilled to have the opportunity to introduce our game like this.
Goddess Order shines in its high-quality pixel art, bringing out a console gaming vibe with a strong emphasis on storytelling. Every character and background in the game is meticulously crafted in pixels.
The character designs draw inspiration from countless games and stories we’ve experienced over the years. Pixel art is all about arranging tiny units to express form and movement, so it’s more about the nuanced influence of experience rather than specific references or techniques.
It’s a bit tricky to pinpoint, but imagine creating a lake of inspiration where, whenever needed, you can dip in and come out with something useful. I strive to keep my creativity full by observing and absorbing inspiration from various sources in my everyday life.
In our production process, we draw inspiration from the synergy among teammates. In the early stages of development, I worked solo just pouring out pixel art. Lisbeth, Violet, and Jan were born during that time. Fortunately, I had colleagues who shared my love for these three characters, and we freely discussed details while bringing them to life.
Engaging in conversations with my colleagues allowed us to unleash rich ideas and strong energy, ultimately shaping the art style of Goddess Order around these three characters. As the production progressed, I began collaborating with scenario writers and combat designers.
Even then, detailed discussions with colleagues remained crucial. The intricate concept and design of Goddess Order characters are the result of this synergy with my colleagues.
For example, when scenario writers or combat designers share intriguing stories about a yet-to-be-concretized character, my concept art team, including myself, brings that character to life through pixel art.
Someone might say, “What if there’s a noble lady who appears refined but turns fierce in battle, wielding dual blades and soaring through the air?” Then, someone else might start sketching, saying, “Hmm… I imagine this friend would look like this,” as we refine the details together. It’s usually a fun and enjoyable process”.
Droid Gamers: How do you start the process of world-building when creating a fantasy RPG?

Terron J. of Pixel Tribe: “Hey there! I’m Terron. J, the Contents Director at PixelTribe working on Goddess Order. It seems like this will segue nicely from the previous question. Everything in Goddess Order stemmed from our pixel art characters.
The initial characters, Lisbeth, Violet, and Yan, laid the foundation for creating a game with immersive gameplay. That’s where our development journey began. Goddess Order’s world-building process begins with a close examination of the characters. It might sound a bit abstract, but the truth is, characters often come to us with a clear sense of who they are, what they do, and what mission or purpose they have.
I’ve immersed myself in the task of fleshing out these characters, listening closely to the stories they bring to us and bringing them to life. As I worked on them, I witnessed their vibrant vitality and saw their great biographies unfold—stories of growth amidst adversity, of heroes willingly stepping forward to save their kingdom.
The emphasis on manual controls in the game came from experiencing the strength emanating from the characters while crafting the scenario. Writing the scenario felt less like a task and more like a surreal experience—a special and enjoyable journey rarely found in the early stages of game development”.
Droid Gamers: What goes into designing certain combat styles and battle animations for a character?

Terron J. of Pixel Tribe: “First, I think it’s important to explain the combat system of the Goddess Order in three main parts. In Goddess Order, combat typically involves three characters fighting in turns, utilizing link skills to activate synergy among two or more knights on the battlefield. And all of this is experienced firsthand through mobile gameplay.
The combat design and balance in Goddess Order are planned to enhance the edge that combat brings, and this involves a lot of brainstorming and discussions throughout the process. Specifically, the first step involves harmoniously designing unique positions and expected roles for each character. This is to strategically structure the battle formation.
We discuss whether each character will take on the role of charging up and unleashing a powerful attack, widening the range to shorten the time, or playing the role of a versatile character with healing skills to assist in stage clear. Especially in Goddess Order, much more advantageous battles can be led depending on the timing of linked skills.
We review once again whether the characters adhere to this mechanism. If a character fails to deliver a unique advantage in terms of utility or if the controls are deemed cumbersome, we are not hesitant to make bold adjustments for the sake of combat dynamics”.
Ilsun of Pixel Tribe: “Secondly, the next step is to enhance the art elements to visually represent the aforementioned characteristics. For example, contemplating what weapon a character should wield, what appearance would be more suitable, and what movements should be incorporated to emphasize the concept or personality.
We believe that creating a visually enjoyable and impactful style is crucial for bringing the Sensation™ - Interactive Story of combat to life. With Goddess Order being crafted in 2D pixel art, one might assume that the battles are also two-dimensional.
However, in reality, Goddess Order is a game where characters twist and turn their entire bodies while performing actions. We consider three-dimensional movements when creating pixel art, which serves as a point of differentiation for Goddess Order’s pixel quality.
To facilitate smooth production, our studio actually has an arsenal. We have various models such as swords, spears, shields, and guns. Occasionally, our developers wield these weapons to study detailed movements. Through these diligent yet industrious efforts, we create combat designs with originality for each character”.
Terron J. of Pixel Tribe: “Lastly, what I want to emphasize is the consideration of technical optimization to ensure that both the combat and animations are enjoyable on mobile devices.


We carefully check the overall specifications to ensure that the combat remains uninterrupted even on devices with average specifications and that it does not disrupt the immersion of cutscenes. Since Goddess Order is a game meant to be experienced firsthand rather than just observed, we strive to avoid compromising the gameplay experience with external factors”.
Droid Gamers: What’s coming up in the future of Goddess Order?Ilsun of Pixel Tribe: “Goddess Order’s pixel art graphics and narrative-driven story evoke a sense of a well-crafted JRPG. In terms of storytelling, it follows the journey of the Lisbeth Knights who have been called upon by the goddess to save the world.
The unique graphics and combat system of Goddess Order further immerse players in this epic quest. Additionally, the individual origin stories of the knights encountered on this journey are expected to help players understand the presented world view. We hope you enjoy the diverse tales experienced by Princess Lisbeth and her knights in the Kingdom of Kaplan.
Once the chapter scenarios are complete, we plan to incorporate various activities for the knights to undertake as part of the content. This could involve resolving quests from the residents or embarking on treasure hunts.
Both the chapter stories and origin stories will receive continuous updates, and we also plan to introduce advanced content that challenges the limits of action through refined controls. We eagerly anticipate your support and feedback even after the game’s launch”.

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