What are some of the things you consider when thinking about visual design?
For me personally, I usually I try to imagine a few seconds of the game running in as much detail as possible- imagining the buttons you press, how the characters respond, how the camera moves, etc etc. Then I try to break that down into its individual aspects (like below).
- perspective (top down, profile, 3rd person, 1st person, etc), whether to use a perspective/orthographic camera,
- how simple/complex the shapes are,
- color choice (warm/cold, vibrant/muted, dark/light)
- lighting/no lighting
- how stiff/fluid the movement should "feel" (this is more of a gameplay design consideration, but I tend to think about them in tandem)
From there, I try to make a basic scene, working from the easiest to implement to hardest to implement. Usually in the middle I'll do some gameplay programming to make sure the aesthetic fits the "feeling" of the game, and to make sure the mechanics I have in mind are feasible. If not, I'll go back and reimagine the game without the scrapped mechanics

