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Kirby Star Allies Assignment: Art

Kirby Star Allies uses high definition 3D models for characters and environments. User interface elements use flat vector art with lots of patterns and a limited palette of solid colors; gradients are only used in backgrounds.

Sequence Director Tatsuya Kamiyama stated that the HD display is the reason they used a free-roam map rather than a linear one.
the Nintendo Switchâ„¢ system's higher resolution makes it easier to show a broader view...while keeping Kirby a size where you can see him clearly.

The environments have whimsical elements to distinguish them from our own planet. World 1 takes place in an idyllic forest/field, which contains diagonal plaid patterned dirt, square foliage, what looks like popsicle sticks stuck in the ground, and hills shaped like rings.

The opening demo, user interface elements, and boss introduction splash screens use a halftone effect, flat colors, and bold lines to evoke a comic book feel.

Kirby and friends posing. The HUD is not displayed because this is a cutscene. The lighting is fairly realistic. The friend hearts menu. The only non-solid color is the indigo to purple gradient in the background. Most of the menu elements have a halftone. Most of the colors are shades of purple and green. The world map. Kirby is not bound by the paths leading to each level; he can walk around freely. World 1's plains. A scene from the opening. Kirby is throwing a heart. The heart has a trail showing its arc. Every object has cell-shading in halftones and bold dark blue outlines. A screen with a nametag on the left that reads His Royal Nemesis: King Dedede, and an image on the right of King Dedede shouting; he is cell shaded with halftones, has a bold dark purple outline around him, and a purple drop shadow.
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