Designs
The designs for various games as you can see is usually set in Voxel graphics, though with varying sizes.
The sizes depends on the complexity of the game itself, for example Cubey Quarry with very simple strategies, is only 16x16 voxels.
With that being said there are bigger sizes when it comes to the world building, but the interaction points between the smaller models such as players and items are always taken into consideration when making them.
That of course is done so the world has a coherent transition with detail of objects, so you don’t wind up with a very complex model that sticks out like a sore thumb.
Forging ahead
Forging ahead is a special case when it comes to this restriction of voxel size, because it is the first project I ever worked on. The size set for this was originally 16x16 to follow “usual” voxel styles, but this fell short as soon as crafting was introduced as items lacked detail.
So I decided to double the size, greatly improving the range of options I had when it comes to detail. The player models came to be 40x40 as that was just a good range and gave the players a whole rounded height, and every item from then on was around halved of that value so 20x20, for it to make sense with something you’d interact with.
Pantsless
Pantsless is a bit of an outlier, as this was a quick hurried project, we decided to use an asset pack, as well as another for the player models. So the same rules of voxels and consistency is only ever applied to the map design rather than the models themselves.
Cubey Quarry
Now Cubey Quarry is the first released game, and the first to take the constraints of sizes down to a tee, every single model is made with 16x16 voxels and only ever differs with environmental models.
This worked especially well, making the player interact with objects via different animations, as they were all modeled to work 1 to 1 and not have any modifiers making the workflow way faster.
Models that needed movement via animations is also parted up into movable pieces, for example the player being; head, torso, arms and legs. This allowed for the doing of custom animations, rather than having to go through premade animations with rigging, and as I saw this having it’s own charm, then it made sense to keep it simple.
Misc. Drafts
Jboi
And last but not least, the JBoi bot, that is my character and mascot for making all of these and are made in the same way with voxels.
Last resolve is a draft project, it has the same method of animation as Cubey Quarry and was the original trial for animation set with different parts.
It had loose constraints like Forging ahead, so the sizing didn’t matter in this and is evident based on the environment and trap being way more detailed than the player and can therefore create a mismatch between them.