Final Title Screen Art

Final Title Screen Art

Our latest collaboration with Crystal Fish Games is called Ready, Set, Monsters! and it just launched this week on the App Store, Amazon and Google Play! We were stoked to get to work with Cartoon Network Games again on a new Powerpuff Girls adventure, just one year after Mech Mayhem.

Early Concept Art

Early Concept Art

Ready, Set, Monsters! is a side-swipe fighter where players battle as one of the Powerpuff Girls against the bizarre inhabitants of Monster Island. Kick, punch, and fly through three unique environments to save your sisters, collect tons of loot, and befriend side-kick monsters along the way!

Over the course of about six months, we brought the game from pitch to finish with a combination of Crystal Fish Games’ excellent programming and our art, which we’re happy to share with you here today.

The Evolution of Monsters: Sketch to Final

The Evolution of Monsters: Sketch to Final

Every game we make has its own exciting undertakings. For Ready, Set, Monsters! it definitely had to be the sheer amount of original characters we designed. In total, we created 18 enemy monsters players must defeat to progress in the game. Scattered throughout the world, you can also find or unlock 30 friendly monsters which can be equipped to help out during battles. In each world, enemy types are uniquely colored and styled to fit in that environment. This led to a great assortment of monsters we couldn’t be happier with!

Discover Lots of Loot in Ready, Set, Monsters!

Discover Lots of Loot in Ready, Set, Monsters!

Half-way into production, we ran into a problem that had been looming just under the surface of some of our other games, but it finally decided to rear its ugly head: sprite sheet limitations. Ready, Set, Monsters! has so many enemies, and at such a large scale, that our old Harmony sprite sheet pipeline was too inefficient for the memory size limit of the game. We quickly had to regroup and establish a whole new pipeline to optimize our art.

That’s when we decided to make the move from Toon Boom Harmony to Esoteric Spine, a relatively new software that was kickstarted by the community. Spine greatly reduced our sprite sheets and essentially entirely removes frame count limitations for our animators since it provides animation data directly to the programmers.

It was initially a struggle to move away from a familiar pipeline and into a completely new software and accompanying pipeline mid-development, but in the end, it was exactly what we needed. We’ve since migrated all our game work to Spine and we love it!

So, what are you still doing here reading this? Go download Ready, Set, Monsters! and experience it for yourself!

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