DevLog 1 - Portraits Creation


Hi ♥!  

Satyroom here <(°3°)>

Today, we want to share our thought process behind designing the character portraits for Orphan’s Cradle.

Finding the right approach took us a long time—and even now, we’re still questioning whether we’ve made the right choices.

Problem #1: Staying True to the Original Style

The entire game was entirely done by Sada-sensei and his style is quite unique and specific to him.I know that for a lot of people, the art could just be considered as "bad" but the more you play the game, the more you start to enjoy the originality and depth that it offers.  So for us it was very important to keep those two elements in the new art for the game done by Xerado. 

Sada style like we like to call it, has multiple recurring elements:

  •  The eyes are always Big while still trying to look masculine

  • The mouths are positioned low giving a more lazy/relaxed/Cozy look to every character.

  • Hairs have very complex spikes trigonometry ....

  • The style focus heavily on detailed facial expression and poses to communicate emotion.

Despite being a "hobbyist" artist, Sada-sensei took bold risks with anatomy, perspective, and composition. While his art might not be conventionally polished, it has a cinematic quality that many technically skilled artists wouldn’t dare to attempt. His work prioritizes emotion and storytelling above all else, and we wanted to maintain that bold, expressive approach in our own art direction.

So it was important for to keep this more bold approach of doing art for a game as the core approach to make the art in the game. 

Iwao Kaido - Original game

Iwao Kaido - Original game

Problem #2: Blending Tuhmayto’s Style with Sada’s

Since Tuhmayto would be handling a large portion of the artwork, it was crucial that his style felt cohesive with the game while still allowing him creative freedom. We needed to find a balance—respecting the original work while keeping things fresh. Fortunately, Sada-sensei was incredibly supportive, giving us complete artistic freedom in this area.

Problem #3: How the Art Should Look In-Game

Another major challenge was adapting the art to fit the game’s native resolution of 960x540 while staying true to its pixel-art aesthetic. Since Orphan’s Cradle is entirely in pixel art, CG illustrations had to blend seamlessly without feeling too high-definition compared to the rest of the game.

Tuhmayto is particularly focused on ensuring the portraits align with the game’s overall pixel-perfect look. Right now, we’re still debating the best approach. Pure pixel art for portraits can sometimes lose emotional depth, which is something we don’t want to compromise on.

Our current direction? A digitally painted, low-resolution approach, similar to what you’d find in games like Tactics Ogre or Bahamut Lagoon. This method would allow us to maintain expressiveness while keeping the portraits visually cohesive with the rest of the game.

Kaido - Senna - Yutaka- Goro

Early Design for the game
Where We Stand Now

Early on, we experimented with fully pixelated portraits, and while the results were convincing, we’re leaning toward a more painterly, low-res style. We believe this will give Orphan’s Cradle a more distinctive and emotionally resonant visual identity.

At this stage of development, we're still refining our approach—but we’re excited about the direction we're heading.

What do you think? Would you prefer pixel art portraits, or do you like the idea of a painted low-res style? Let us know your thoughts!

Comments

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love this low-res style yuu, cute

(-1)

Why the original author never translated his game to English, even maybe just using the AI tools?... I played it and liked a lot.

About your remake - cool idea, if you can add something new, or significantly remake the plot, keeping the original idea. I'm not a fan of pixel art, to be honest. And in this new style the characters look sort of older, I'd say (at least at the first sight).

Ai tool translation is not a fix for everything. Even with the best AI, Japanese is very hard to translate and you'll often get pronoum and name issues. It is even more true when the writing is more advanced like Orphan's cradle.

You can also meet the issue of text not fitting textboxes anymore and Orphan's cradle is too big of a game to even hook and translate through a software anyway. I've tried it and it always keep crashing the software. (translation++)

The game will keep the original story in an entirely new format. I can't wait to show more of it.

(+1)

Wow, I have only just saw this on my itch feed and I look forward to how it turns out.
I bought the original version of Orphan's Cradle on digiket quite some time ago. I tried it and honestly I found the art style kinda adorable, and it's not a huge issue for me since I'm no artist myself, and the muscular / mature man elements of the characters are right up my alley ;)
But ultimately I wasn't able to finish the game due to the incompatibility between the game and the system (having to switch the locale and the resolution of the screen every time) and that I can't read japanese. And that the MC seems to lean too much towards bottoming in many romance routes
Still, I know it's a game made with heart and dedication and I would really love to see the remake version coming into shape!

Thank you guys for the hard work!

Actually the protagonist is mostly a Top in most romance route so good for you :^).  

To be honest the remake we are making will be mostly focusing on the sfw part first. We really think the story is good and that's what we want to focus first.

(+1)

Really? Then I prolly misjudged cuz I didn't make it to the later half of the game. I started on 勇魚 and 洋一's route, also 潮's. But yeah, I might download the game back to see how it is again.

And no worries, I agree nsfw content shouldn't overshadow the story of the game. So you do what you think is fitting

(+1)

you can use textractor to translate the game. It works pretty well: https://github.com/Artikash/Textractor/releases

Thanks! I'll give it a shot then. 

Also, I hope the remake ver can fix the issue with screen resolution, cuz I had to switch my screen from like 3180 x (I forgot the other number) to 1280 x (another number I forgot) each time to have a normal sized window to play.

(+1)

Tomayto here. Yes of course. The remake window dimensions fit native widescreen.

Man, I downloaded the game back and this time I'm directly starting on all routes by keeping a whole bunch of saves. 

So far tho Yoichi / Iwan's route and Ushio's routes all started w/ MC bottoming... so I'm needa coming back to this comment to reassure myself :D

Also really thx for recommending Textractor to me. I recall that I have used it before, but it didn't work too well with other games, so I gave up on it. But this time around it's working pretty well.