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Quick background, I'm a visual designer specializing in web and branding currently engaged in my first Android project doing UI design for a commercial app with a friend. After this project we're going to try tackling a cross-platform mobile game concept and I have some questions concerning how best to go about creating the artwork for specific effects. I have only static design experience, no animation whatsoever. I was briefly a CS major in college so I have a basic understanding of programming concepts, if that matters. I have no idea what game engine we would be using, but just Googling around I would assume something like Corona. My friend is primarily a Java/.Net developer.

Level Design - Say you have a 2D scrolling platform game, where at any given time only one frame of a very large level is visible. Do I design the entire level as one large file in say Illustrator? How would the level map be implemented programmatically? Would a view window be designated that simply scrolls around a large background image, centered on your character? Or would background tiles be stitched together seamlessly as movement occurs?

Layers & Parallax - I understand parallax for depth illusion, but am wondering how it's implemented in mobile games. In the following example there appear to be three layers on which movement occurs independently, the topmost of which being where gameplay actually happens. So are the middle and background layers just some sort of animated movies that loop? I assume games can therefore have multiple transparent layers of background content.

Layers & Parallax Example Image

Animation Workflow & Autonomy - In the following example there are numerous tentacles each with their own specific animations. Considering that over the course of a game there may be 100 or more specifically shaped/sized tentacles, it seems unlikely that each is manually redrawn for each frame of an animation. Because they're relatively simple shapes I would assume there are tools/techniques for automating transitions between various states? Also the eyeballs in this scene operate/animate independently from one another...since they are non-interactive as far as gameplay, would this simply be a video layer of some sort or is each eyeball given game behavior?

Animation Workflow & Autonomy Example Image

Thanks anyone/everyone!!

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My feeling is that this is a huge set of questions, some of which are duplicates of existing questions on the site, and most of which have no single 'correct' answer. Taken as a group (particularly with the "I am a visual designer" premise), the whole thing is much too localised to serve as an eternal internet resource, as we try to do here. Honestly, your best bet, Rob, is to be asking your programmer friend how he wants to implement these things. There's no single objectively correct answer to any of this. :) – Trevor Powell Jan 8 at 20:31
Each of those bolded points could be a question unto itself, and yeah I suspect they are all duplicates of existing questions. Have you searched on the site for this information? – jhocking Jan 8 at 20:44
Trevor, thanks for the quick and pointed response. I suppose my inquiry was too general in the sense that I'm not seeking "The" answer to any of these questions, but "An" answer just so that I can begin to understand the process of how these things can be accomplished. – Rob Jan 8 at 20:59
@jhocking I've been searching most of the day, and have found answers of various sorts but most seem to be very specifically targeted to particular engine/systems and frankly beyond my current level of understanding. I'm just looking for some very basic direction in terms of techniques as an artist completely unfamiliar with the way things are done for games. – Rob Jan 8 at 21:01
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Please ask one question per "Question" – Noctrine Jan 9 at 15:04
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closed as not a real question by Noctrine Jan 9 at 15:04

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, see the FAQ.

2 Answers

even tough your question is kind of ambiguous and not really how we do things on this site, let me answer some of it real quick:

  1. Level Design: Most levels are either based on a tile-system(that is, they are built from re-using small images over and over again), or they indeed use the level as one big drawn file.

  2. Parallax: Indeed, you will have multiple layers with transparency. In general, in games the back-most layer stays still, while the layers more in front move faster, in the opposite direction the player moves in, with the actual level moving equally fast as the player. This is what you see. How it is implemented behind the scene varies (i.e. using cameras or not.)

  3. Animation: Probably the different parts are animated on their own. Also, it is possible to do easy rotation and translation effects at runtime in many engines, further enabling the animation-variety.

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Okay, so you picked Insanely Twisted Shadow Planet as an example - probably not the best example to visualize "how to" implement levels or anything, but it's an interesting approach.

The following points are just assumptions based on my observations playing the game myself. They might have implemented things a bit different, but this would be one way to do it.

  • Their levels (and most likely almost everything else) consist of simple shapes and images clipped together. There's no huge image for the whole map (this would be wasting lots of memory both on disk as well as in memory at runtime).
  • The tentacles are one perfect example for this, where they most likely just have simple shapes that are transformed to resemble tentacles. They could have added some more detail, like suckers drawn on top of the tentacles, but they decided to use this specific simplified art style. Example drawing tentacles using triangles
  • Graphical things you see, the eyes for example, are just small images (sprites) drawn on top of other elements as decoration. They're not part of any gigantic image. In fact, I think the eyes consist of two sprites: One drawing the eye and a second one drawing the pupil. This way you can get thousands of eyes, all looking at different things, while only using two small and static images.
  • Parallax scrolling is usually done in a simple way: The game draws layer after layer (only limitation is your machine (performance wise) and your imagination) applying different offsets to them. If the engine supports videos (like Flash), it's possible to use videos here, but usually offsets are applied "by hand" based on the camera's position.
  • Animations are usually done using one of to ways: Things are transformed at runtime (e.g. the tentacles) or there are some frames played one after the other (e.g. classic 2D console games.
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Mario, great answers...can I follow up concerning the sprites as eyeballs? I'm guessing from your description that this would be implemented by some function that would draw the "base" eyeball sprite, and then draw the "pupil" sprite on top of it, as well as add some randomized movement offset, all at some specific X,Y coordinate location within the level...? While this seems resource efficient, isn't that a lot of extra work hand-placing art elements with code? Is that just how things are done for games? Are you saying the tentacle shape (rounded) and movements are also created with code? – Rob Jan 9 at 12:32
Yes, most likely that's the case. – Mario Jan 10 at 10:52

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