The return of the 'bedroom' programmer [video]
bbc.com
bbc.com
The game series (along with Transport Tycoon) sold an estimated $180 million worth of copies.
http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem...
http://en.wikipedia.org/wiki/Touhou_Project
(I still can't fathom how you can put that much storyline and create so interesting characters in what is basically an insanely hard version of 'dodge the bullet' game)
Aside from voice acting, soundtrack, and parts of the story, Dust was designed and programmed entirely by Dodrill.
EDIT: Why did someone downvote me? I read it in an interview, and it goes to show how awesome this guy is!
All: when you notice substantive, civil comments that are unfairly faded out, please give them a corrective upvote. This is a longstanding community practice. It usually only takes one or two corrective votes to get a good comment back to par, so every user can make a significant difference.
"Late in 2008 I read an article in OXM detailing what was possible with a new programming language, cryptically called XNA. I had never programmed before, and besides a short contract doing cutscenes for Jazz Jackrabbit 2, had never worked on a video game (I'm actually an animator/illustrator by trade).
...
A week of rudimentary tutorials later, I quickly realized you have to make EVERYTHING from scratch! No level editor existed. No animation tool. No scripting or dialogue systems. No nothing -- just a bunch of otherworldly programming words. But that's what made it exciting: learning a new language (literally), slowly making my artwork interactive, and more importantly, growing my aspirations beyond the original 8-bit design."
A truly inspiring story!
I recommend the Ctrl+Paint video series, if you're interested, which starts off with simple exercises done with pencil and paper, and builds up from there:
Going from knowing your way around one field to being at the level of a small child in another is a frustrating but profoundly humbling experience that I sincerely recommend to anyone that's built up a bit of arrogance from being "good at computers" for as long as they can remember. I can honestly say it was a turning point in my life. It's also a very time consuming process, however, that often leaves me thinking that I'm wasting my time starting from scratch instead of focusing on my strengths. Alas, not everyone has connections or artistically talented friends, and most pixel artists I've talked to would rather work on their own games if you aren't paying them up front.
Give it a shot anyways, there's a lot more logic to the drawing process than most people assume. If you find it's not for you, ASCII art or one of the various CC-licensed game art collections is probably a better use of your time:
Practice a lot. Get feedback from others in the community (e.g. http://www.reddit.com/r/PixelArt )
Have a consistent style and constrain yourself. The faces in Papers, Please are drawn with only 3 colors! It's a lot easier to get something decent looking when you limit your options.
You could always hire an artist of course, but that doesn't answer your question and it doesn't allow you to be that lone developer who has fine grained control over everything. I'm no artist and I've been able to make at least workable graphics in a short time period: http://humbit.com/gkh/
For reference, here is the pirate ship sprite I made: http://i.imgur.com/nsZpCVf.png
Papers Please looks like the work of a seasoned artist. If a programmer wants their game to have a polished look like Papers Please, he has to put in the time into becoming a better artist (not just pixel artist, a general one, because asking for pixel art only is asking how to be a good Android programmer only)
That's why hiring an artist is reasonable advice, it will take years to become good yourself.
Like learning anything new: start with the simplest project you can think of, be prepared for frustration, and show your work to people who will encourage you.
There are plenty of 3D models on the internet that you can use, e.g. a pirate boat. You can put together some sensible lighting, e.g. with some fill, a key light, some ambient level or just one glowing thing in the sky, and, from that you can get some sensible shadows, highlights and subtlety to the colours that are flat in your source model.
If you want an effect remember that 3D has been used for cartoons for a very long time, there are plenty of plugins and some don't need aeons to learn and master.
If you want to have the boat explode you can animate that and tweak the animation until you have it looking good. It is not like you have a set of drawings to manually tweak.
Depending on how far you have taken the style (e.g. cartoon plugins) it then becomes a matter of rendering to get your finished bitmaps.
But why stop there? Once you think in 3D it becomes intuitive to do a game that way and use existing libraries for things like collision detection.
Indeed, I just gave it a quick go. Searched for "old russian woman" and did some stuff with posterization and pixelation: http://imgur.com/a/Tj2Os - it's not great, but it took like 3 minutes. Obviously, I'd be looking for photos that could either be heavily edited or were open licensed/public domain if I were doing it for real.
Or hire someone who's good at it.