Hot answers tagged

68

First of all, saving on work equipment is often saving at the wrong end. Giving your employees suboptimal equipment does not just hamper their productivity physically, it also hampers their productivity psychologically because they do not feel valued. But on the other hand, if you just ask your employees to pick out any equipment they want and don't give ...


59

Unlike other art forms, vector art requires extremely high precision, making it unsuitable for many art styles. Basic shapes and such are easy using Vector art but it's just a pain to add small details which would be really easy to paint. So its kinda restricted to very simple "symbolic" styles. For everything else painting just works better. What vector ...


41

Vector graphics are usually more efficient than raster graphics for storage (ie. the filesize is smaller) but considerably less efficient for performance (ie. how much time it takes the computer to draw the image). In order to display an image the computer must rasterize that image (ie. calculate the pixels in the image). Since raster graphics are by ...


40

Digital colors can be made up of three components: red, green, and blue. Combine these together, and you get final color, eg. yellow is 100% red, 100% green and 0% blue. The fourth component is, as you mentioned, transparency. Together, these form the tuple RGBA (red, green, blue, alpha) which represent an image. Now, instead of pixels, think about it ...


39

You need an art lead and proper art style documentation. There are things like palettes to determine, plus various bits of example concepts, a lot of art terminology that clearly defines things to artists in ways that tech terminology clears things up for developers. A good art lead can define all these and make your consistent art style, and properly ...


30

Laptop is a waste of money, everything else is acceptable. Ergonomic mouse and mount for tablet is a must. If he is going to be drawing for 8 hours a day, he will need it for health reasons. Large drawing tablet is also acceptable. It's easier to work with a large canvas. In regards to the laptop? Why? High end laptops are 4 times the cost of a high end ...


23

The answer will vary in some cases, depending on what style of art you're looking for. There's a few options for what style of artist you have. Creation Classic hand drawn frame-by-frame animation: Probably the easiest for an artist to get into or at least it's the least technical. There are tutorials for this type of animation everywhere. It can be done ...


21

I don't know of any particular icons, but I think the most important thing to keep in mind is that players associate the colour blue with magic. Thus, I don't think the icon actually matters, as long as you follow the basic convention of red for health, blue for magic and green (or the less-used yellow) for a third metric (usually stamina, but can be other ...


20

I want to add a slightly different point of view from what has been previously answered. First, I disagree that gameplay is the only important thing in a game. Visuals sell, and you will most likely have your game played by other people if you show a pretty screenshot that catches their eye. Because of this, I do not recommend you disregard art, or use stock ...


19

The spikey intense orange objects are pushing in front of everything. In visual arts, distance is indicated by: Paler colors. Just changing your intense orange/rust color to be less saturated will help loads. Lighter colors. blending object's natural color with sky color or with a bland light color such as light gray or a pale sky blue. Related to this: ...


17

In fact, there are a number of 2d games that do use what amounts to vector art; Capcom's Ghost Trick:Phantom Detective, for instance, essentially generates its in-engine characters as vector graphics. (To be more precise, I believe they're given as flat-filled polygonal regions, which in this case amounts to the same thing). More broadly, polygonal models ...


17

As some one who ventured a bit into the creation of art, I would really advise you to get in touch with one rather than just "buying" models. Art from different sources rarely work together (unless of course, they are meant to be) and high quality models alone won't make good graphics, everything needs to be put together with a sense of aesthetics to really ...


17

Make them less sharp Implement parallax when moving the camera Add some haze Add other objects near them to give perspective on their size (like cloud caps). Add objects of known size (like trees) spreading into the distance and still in front of the mountains Add foothills around their base


14

The question "How can I work with an arbitrary amount of artists, yet maintain artistic consistency across the entire game?" cannot be solved with a one-size-fits-all answer - it is dependant on your specific project. If you edit your question and provide more details on your specific problem, then perhaps we can help with your problem of scale and ...


12

Create or decide on internal data formats for your engine first; you can use custom formats or handle standard ones, however you prefer. Then use this code will eat any format as an intermediate point in your content pipeline to eat your artist's output and un-eat whatever internal formats you decided to use. When I suggest assimp I'm really just ...


12

Just a couple of things to add to @Marco's answer: .gif is sorely outdated. I would completely avoid using .gif files as much as possible. I think people only use them these days because of in-browser animations, and animated png's aren't well supported at this time. So all you have is jpg and png. PNG: Is lossless. The only thing you are considering ...


12

Ultimately this depends on how much of the project has been taken care of by you or other 'non artists.' Meaning that the answer if you've already built a game and need art to replace your temp graphics is different than if you've already created an engine and now wish to have someone help you write the story, create the characters and setting, and create ...


12

This will depend entirely on the license applied to the art assets. The number of open source licenses is always growing, so attempting to provide a list here would be pointless. You will need to research the specific license that's applied to the art. Some of these licenses will allow you to reuse the art. For example, in the link you provide, a majority ...


11

It depends on the contractual agreement you have with your client. If they own all source art assets you create, then the safe answer is "no".


10

Pixel art is its very own art form. There are several tutorials on the net about it, but basically you plot one pixel at a time. Here's a few tutorials, but I'm sure you can google for more: http://www.natomic.com/hosted/marks/mpat/ http://www.derekyu.com/?page_id=218 http://petesqbsite.com/sections/tutorials/tuts/tsugumo/ There are some tools for sprite ...


9

The image format is only a way to save raw data of pixels, so as long as you use bitmaps, the format usually does not make a difference in execution after the loading step. What matters is the pixel data supplied to the graphics API. There are three formats commonly used in the web: .gif The (now normally deprecated) GIF format is used for images with 256 ...


9

Magic and stuff. Orbs, staffs, scepters and green/purples came to my mind. Here's Some of it: A basic orb : Some Zelda style rupee (You could modify it to a suitable color) Basic staffs and scepters : Some potion : And also green and purple fire.


8

Have you seen Tiled? I've used it for this very purpose myself a number of times. From the website: General purpose tile map editor with XML-based map format Supports orthogonal and isometric maps Custom objects can be placed with pixel precision Full undo/redo and copy/paste support Add custom properties to tiles, layers, objects or the map ...


8

For artists in general you should make it as easy as possible to add or change content in your engine, the more freedom he/she has and the easier he/she can experiment the better. As few restrictions as possible: Allow 32 bit colors, alpha transparency and any size possible. Use standard formats such as PNG. Avoid the need of engine specific tools if ...


8

Donkey Kong Country or Abe's Oddworld Oddessy both come to mind as using 3D models to make 2D Sprites. That was from back in the day when computers were powerful enough to model complex 3D assets, but consoles and PCs were not yet able to display those high quality renders in real-time. The examples you could find of this are near limitless. The actual ...


7

I believe that it's mostly a combination of tradition, tools and technology, and expectations, which all feed back into each other. tradition - raster graphics were the easiest way to render detailed images for most of the history of game development and so that way of working took hold among programmers and artists, dating back to a time before artists ...


7

You can always use oDesk or eLance. The former offers per-hour jobs, the latter offers fixed-price jobs. I've used them before, oDesk for art assets. You just need to be picky and not pay more than X hours a week; but it can backfire. I recommend eLance, therefore.


7

I'm the Flare creator (main developer and main artist). Drop me a message if you have specific questions. All of Flare's art can be reused commercially. Some assets are CC0, some are CC-BY, some are CC-BY-SA. It's important to know the requirements of each asset you use and that you credit each artist. Share-Alike assets can only be remixed with other ...


7

When you want to create a game without access to artistic talent to create artwork, you could go for a graphic style which is rather abstract than representative. You could, for example, represent all gameplay objects with geometric shapes, like in Geometry Wars.


7

If you work in a big company, there will probably be few 3D artists for specific tasks. One of them might be soft body modeller that will do characters and animals, etc. You can be level designer, make some fences, houses, rocks, perhaps lightining artist which is really crazy if you are good one. You can type in your portfolio that you are level designer ...


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