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Art direction

How CropCorp got its look

Three times now the game has changed how it looks, and each time for a reason we could point at. This page keeps all of it, including the work that was thrown away. Every picture below is rendered from the game's own files — the project keeps the original of each model it replaced, so none of this is a reconstruction after the fact.

Chapter one

Placeholders, so the game could be played

The first build was coloured blocks. A hero was a tall box, a collector was a grey box, a wall was a long box. That is not modesty, it is the order of operations: until you know the game is fun, art is a bet on something unproven. The fun came first and it passed, so the art followed.

Chapter two

Voxel, and the difference between carving and building

The first voxel models were carved: an image was fed in and the shape was cut to match it. They looked passable in a still and wrong the moment anything moved, because a carve has no idea what a shoulder is. Every model below was then authored instead — built block by block from a drawing, with the reasoning written down. Left is the carve, right is the version that shipped.

The hen in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The hen A generic white bird became a farm hen: low and plump, breast forward, tail fanned up, and three coats decided by her own dice so a yard reads as a flock rather than a stamp.
The cow in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The cow The first pass had eyes sitting a layer behind the face, which reads as no eyes at all. The rebuild gave her a proper skull and a muzzle that steps forward and down.
The horse in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The horse The same fault, found by looking at the two side by side. Rebuilt on the same head.
The donkey in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The donkey Built on the horse head, then shortened and thickened.
The goat in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The goat Reworked until the eyes read from across a field.
The sheep in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The sheep Authored from a drawn sheet rather than carved out of a render.
The piglet in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The piglet The carve was soft everywhere it needed an edge.
The rabbit in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The rabbit Authored from the sheet.
The cat in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The cat Authored from the sheet.
The duck in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The duck Authored from the sheet.
The goose in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The goose Authored from the sheet.
The turkey in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The turkey Authored from the sheet.
The rooster in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The rooster Authored from the sheet.
The elder in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The elder Given an authored chin beard instead of a flat plate of colour.
The woodcutter in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The woodcutter His beard was a single voxel thick and started under the eyes. It was lowered to the jaw and given a nose, a moustache, and depth in profile.
The cottage in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The cottage The first version was a small box with a render laid over it. Rebuilt as a real building.
The two-floor cottage in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The two-floor cottage Rebuilt with a second storey that is actually there rather than painted on.
The farmhouse in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The farmhouse Rebuilt from the ground up.
The two-floor farmhouse in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The two-floor farmhouse Rebuilt to match. All six houses were replaced in one pass.
The stone house in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The stone house Rebuilt.
The two-floor stone house in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The two-floor stone house Rebuilt.
The windmill in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The windmill The first one was thrown away entirely. The replacement stands nine metres to the cap, turns slowly on a real wind shaft, and grinds when the miller is working.
The sails in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The sails The first wheel carried its cloth on one side only, which read badly from some angles. Rebuilt with the cloth centred on each stock.
The sawmill in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The sawmill A shed with a blade that travels the log side to side, one pass per plank, on the worker's clock.
The smithy in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The smithy A forge with a hearth fire that flickers and white smoke rings that climb from the flue.
The turret stand in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The turret stand A braced stand with a deck, a railing and a ladder, so the gun has somewhere to stand.
The corn gun in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The corn gun Reworked into a mounted gun on a turning ring, with the farmer behind it on the handles rather than holding it like a rifle.
The muck spreader in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The muck spreader This one never had a model at all. It was built as a cart that pivots on its axle with the wheels counter-rolling and a scarecrow driving.
The broadleaf tree in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The broadleaf tree Rebuilt to a size that reads at village scale.
The pine in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The pine Rebuilt alongside the other two.
The apple tree in CropCorp, before and after: the first carved version and the authored voxel model that shipped
The apple tree Rebuilt alongside the other two.
Chapter three

The one we did not do: low poly

For a few days in September this chapter was going to be a fourth rebuild. The argument was cost: a voxel model is thousands of little faces, and at the distance you actually play at that is a lot of triangles for detail nobody can see. The plan was to redo everything low poly and warm, keeping the shapes and losing the bill.

Then the voxel build got played for a week, every model got its sign-off in the game, and the plan was withdrawn. The blocky look is the game's identity. What changed instead was everything around the models: a higher, softer sun, shadows that keep light in them, animals that walk on legs cut from their own blocks. Polished, not replaced. This page keeps the abandoned plan because that is the point of the page.