Interview With Pixel Tribe, The Team Behind Goddess Order

Pixel Tribe shares their insight of designing characters, monsters, and a strong story.

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Delve into our interview with Pixel Tribe as we discussed their upcoming game, Goddess Order. Pre-register for the title now via the official website to receive extra freebies upon the game’s launch.

Our Interview With Pixel Tribe, The Team Behind Goddess Order

Goddess Order is an upcoming pixel action RPG, and we had the pleasure of interviewing members of Pixel Tribe to discuss design choices, creating concepts, and building a powerful story.

When designing classes, what are the first things you decide on?

The Knight Order Grand Prix, which has two teams of different characters and classes on either side for both players.

(Jeonghwan Lee – System Director) We prioritized defining each knight’s role in combat first, then designed them with distinct traits within the same class while also considering their synergies with other knights.

What is the design process when creating the clothing of each character and adapting it to pixel art?

Fully rendered art of three characters from Goddess Order as they activate an ability during combat. There character portraits appear on screen as they wield their weapons and look ahead.

(Dongsun Lee – Art Director) We start with the setting team working closely with the combat team to shape the character’s concept. They decide on the combat style, the emotions to convey, and the kind of appeal the character will have for players.

Once the framework is set, the concept art and pixel art teams join in to define a design direction that keeps the character’s intended in-game role intact while making them as visually appealing as possible. From there, each team begins production based on that shared vision.

Are there any major inspirations regarding the story of Goddess Order?

The Eikon Restoration screen in Goddess Order. There are categories for each class on the left, and Eikon Restoration missions on the right, with descriptions of each one and pixel art of the scenario.

(Terron Jung – Content Director) All the great pixel games have inspired ‘Goddess Order.’ Many members of our team are fans of pixel-based action games, fighting games, and pixel JRPGs from the 1990s to the early 2000s. While today’s games are amazing in their own right, the games from that era were truly something special.

How do you begin creating concepts for the enemies/monsters?

One of the enemies in Goddess Order called Parmana in the Ink Ruin of the Black Rift. It is the starting screen as you prepare for the battle.

(Terron Jung – Content Director) We start by ensuring the combat can be fun and that roles are properly distributed within each battle. The combat team and the scenario team work together to shape a rough concept that fits the outcome of the story.

From there, the pixel art team begins shaping the character with the mindset of, “Should this be the kind of character we’re creating?” It’s a process that’s both fascinating and enjoyable.

What makes pixel art stand out to you in video games?

A blonde pixelated character engaging in battle against a monster, surrounded by rocks and lava. She jumps into the air as she strikes with her sword.

(Dongsun Lee – Art Director) It may look cute at first, but once you’re drawn into the game, it can also feel serious and even impressive. I think the fact that it’s made with small pixels actually sparks the imagination, and that’s where I believe players find its charm.

(Terron Jung – Content Director) It’s hard to explain logically, but there’s something that can only be expressed through pixels—a certain emotion, a subtle feeling that just wouldn’t be the same in any other form. We love that about it, and we want to share that charm with our players. Let’s enjoy it together!

What goes into designing the environments?

Part of the world map in Goddess Order, showcasing Totemeria, the Castle, and the Totemeru Mountains.

(Dongsun Lee – Art Director) We work with the setting team to decide on the environments and backgrounds we want to present based on the story, then create a design plan. After setting the direction, the pixel art team produces a draft, and once it is reviewed and discussed, full production begins.

Editor
With experience working for GameRant and in SEO copywriting, Adele loves to combine her adoration for gaming with her writing craft. She'll talk your ear off about anything fantasy, and if she's not typing away at her desk, she's probably playing an RPG somewhere, watching anime, or reading a book.