Character personality seems deeply tied to movement and combat style in Kidbash. How do animation, gameplay, and VFX teams collaborate to make each character feel distinct?
Irfansyah Aryabima: We get on our voice chat every week, and in between, we ping each other on any updates and what’s needed! I think it helped that we had a solid identity for visuals and animations early on.
From a technical standpoint, what engine and core tools are powering the game, and what made them the right fit for this type of stylized action RPG?
Irfansyah Aryabima: So this game is made in Unity, and all the visuals are modeled, animated, and rendered purely in Blender, then turned into a sprite sheet in Aseprite. It was mostly a technical shortcut because for us at Authentic Remixes, this is the first time we ever worked in Unity, and with our studio being an animation studio, paired with my personal past experiences working on pixel art for fangames, we stuck to what we know as we took inspiration from Donkey Kong Country’s workflow.
The game’s combat appears fast and effects-heavy while still remaining visually readable. What were some of the biggest technical or artistic challenges in achieving that balance?
Irfansyah Aryabima: It’s constant trial and error. Even before we put it into a build to test out, we replay it over and over as we are putting in the visual assets to really make sure things look and play right. But even then, after testing out in a build, a lot of things still need more adjustments! Not to mention when testing it out with new players. So yes, a ton of back and forth, constantly adjusting things!



