"Life is too short to make bad art."

Friday, April 21, 2017

Got covered on AndeOns.com

Nice surprise to wake up to a cover on Andeons.com.

(I had to check with my good pal Pedro who happens to be Portuguese) to make sure it was good... as google chrome refused to translate the site...  

Saturday, April 1, 2017

Space ships revisited - creating a fighter in side view

Another quick tutorial deriving from some feedback on how to create certain game art objects. I see a lot of overly complex approaches, drawing complex shapes with the pen tool causing major problems when altering or shading them.

In order to avoid the editing pains and aches that come with complex shapes consisting of dozens and dozens of nodes, I tried a quick modular approach based on rectangles. Doing a rough shape with rectangles that give me an idea of the ships shape and then modifying those simple paths with the node tool. 

Remember to think about simplicity and reusing elements in your designs as this is where vectors really shine in the game art production process.

Tuesday, March 21, 2017

Finishing up the next game - Super Crossbar Challenge

It's been too long since I poste something new and I apologize for the lack of new tutorials. I got caught up in a few interesting projects and did the art work for some fun little games.

The latest one being finished at the moment with a planned release for mid April is Super Crossbar Challenge. An addictive football game created by Pedro Caba├žo which will be published by Fredbear Games and Play Play Games.

We are currently looking for testers for the upcoming iOS version - see the post on TouchArcade. An android version will follow shortly.

Monday, January 16, 2017

Character design - some tips and tricks

I just had a friend send me his inkscape character design and asking for my opinion.
Hadjoudj Mohamed did a good job for an initial design but there are a few easy to avoid beginner problems.

This tutorial is based on showing him how to improve, alter and easily modify his character. A lot of the hints work with pretty much any character you create for an illustration or a game. 

I hope you enjoyed this quick (and out of the planned order) tutorial and can take something from it for your own creation.

Sunday, January 1, 2017

Animation - setting up a character in spine

I just recorded the first video tutorial on cutout animation. Due to the complexity of the subject I will split it into 3 or 4 parts. The first one is about the basic setup of the character, creating the skeleton and assigning the art as well as a first animation. 

This video is an introduction to using spine to get started with game art animation. The video is aimed at beginners and users familar with the software or cutout animation might find it a little slow.
I am using spine from esoteric software for this video (currently in version 3.5.46). Even though I prefer to cover free tools on my blog, I am making an exception as the tool is a great help for game art creation. Spine is available in the essential version (without some of the more advanced features like IK and mesh deformation) for $69. 

I used the robot from the ealier 'complete game art tutorial' series and uploaded the art here. The archive includes the exported .png files, the inkscape source file as .svg and .png and the current spine project (with the setup and two idle animation).

The robot character seemed ideal for a starter as he has less joints, making it easier to set up and animate. There are neither the knee nor ankle joints, the hands and arms are combined to cut out the elbow joint and there is no hair or mouth to animate either. 

I hope you enjoyed the tutorial as I plan continue this series of video tutorials on character animation in spine (and Spriter and DragonBones). 

Friday, December 30, 2016

Ending 2016 with a BIG free game art giveaway!

The year is coming to an end and it's not been treating me too well... I had ongoing health issues and left Serbia where I was working with a bunch of friends. Long periods of testing new medication to help me with my pains and aches ended without much of a result... but hey...
I am still around and kicking. In order to end 2016 on a sweeter note, I will be giving away all BlockBuddies (single characters and packs) for free (for a limited time). 

Grab them while they are there!

Have a happy and successful 2017 - may all your wishes come true and your game projects reach completition!

Here's the preview of (most of) the available characters:
(there are some samurai and a mummy missing in this image for starters)

I was a little bit lazy... and didn't alter the prices on the blog pages though. As soon as you click on the buy button you should see the discounted price on the sellfy page - 0.00.
Sellfy requires a share... Sorry... I can't bypass that either.

Monday, November 14, 2016

Animations - working my way into Spine (and Spriter)

It's been a while and as usual a mix of real life turmoil and health issues stopped me from doing what I enjoy... but I have not been 100% lazy, laid back and enjoyed a nice long vacation. 

I started to work my way into Spine and Spriter to finally get to those animation tutorials. There is one waiting for the robot game, another one from the request list and the special fx swoosh and swirl parts would like nice animated. 

So... I went and took the Green Dwarf (from the free art bits) and modified him a little bit to work. Just a minor variation on the faces and mouth parts. 

I started with Spine, the setup takes a little bit of time to get into and a few good videos will help understand the process (and yes, I will record a video or two on setup and animation). I am very impressed with the flexibility of the program. It allows alterations of the skeleton at all times, the x-sorting can be adjusted per animation, turning elements on and off is very intuitive and the exported data worked fine with the coder friends who tested it on different platforms. 

I started with a basic idle animation (to see how things interact), continued with a walk (which is a little more complex when you have fixed legs and not separated upper, lower legs and feet) and then played with the tools that are part the dwarf art. The walk would look different with or without them. Luckily it's a breeze creating a copy of an animation in Spine and modifying it to create variations. 

I will record a video soon (once I am a bit more confident) and will also turn the assets for the dwarf and the skeleton back to free. 

I strongly recommend checking Spine out when you are looking for a 2D bone based animation tool: