I am the artist that worked on Deep Sleep. When we initially came up with our idea (A meaningful, story and visual driven game) I knew that I needed to do a more simple art style to allow me to create all of the items I needed in the time frame. So I cut out the Substance Suite from my workflow as it would take extra time and isn't needed for the low poly look.
I instead spent my time thinking about the analogies that could be made with art that would help push our ideas in the story that we wouldn't have enough time to physically tell.
One of the first items I came up with, was the idea of the playground in the center of the Hub. I wanted this playground to slowly deteriorate over the course of the dream. Then showcase it again at the end as whole to really symbolize the journey our player has gone on, and the level of sadness he has gone through. And how that sadness may never leave you, but can become a part of who you are in the future for the better.

I also wanted to push that same idea in other ways as part of the story. As you travel through the various areas, you will notice the color palette changes, the chromatic aberration becomes stronger, and the vignette darkens. The colors also become more and more saturated, and the lighting becomes darker. This provides a really good compliment to the feelings of the character and the descent the player goes through.



Through the story, I made the design more and more abstract, and slightly off putting. When you get to the final area, and see the antagonist large, it really pushes the idea of how much power or how much damage that character may have been doing to our main character.
The extra bonus of making the art less detailed and more abstract, was we could make our story more ambiguous. Which, when dealing with a sensitive subject matter like we are, it helps the player fill in the blanks with what they understand and with what they know about the subject matter. Or they fill it in with their own life circumstances.
Maybe someone dealt with this personally, or was on the sidelines watching, or was the perpetrator. In all of these circumstances, the ambiguity of the art, but symbolic interpretations, can help each person have their own personal experience with the story. Which hopefully will teach the player what they should know about the subject matter in a positive and uplifting way. (How to possibly find help if you are in these circumstances, find out how you can help and how to spot when it is happening, or what harm you may be doing to someone intentionally, or unintentionally)
I share all of this to really showcase how much art can have a meaningful impact in a game. What we see compliments what we read, and what we read and see, helps generate feelings. And if the written message, and visual queues line up, then the feelings will come through in a meaningful way.
Thank you for reading through this long explanation, and feel free to check out our game if you haven't already! And don't hesitate to ask questions about our design process.
Check out Deep Sleep: https://ldjam.com/events/ludum-dare/48/deep-sleep-5