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Complete game - background [part 2]



After a much longer break than planned - for various reasons and a bit of turmoil in my life - I finally get to sit down and continue the tutorial for the the complete game art.


This time I will continue fleshing out the background - before moving to the much anticipated and a more fun part of animating our character.


Even with the cogs in place the background still looking rather empty. It's not matching the style of the platforms with their rich decor. The elements in the background should match but not overwhelm the platform or enemy/ player elements.






Taking the layers into gimp and adjusting different levels of blur to them - increasing slightly the further back the layer is - results in something like this.



Putting the platforms on top along with the cogs and some light rays (simple rectangles deformed, blurred and the background works nicely. 


I hope you enjoyed this installment of the tutorial and I can assure you the next one will be a lot of fun as we start animating the main character. 

Chris Hildenbrand

2D game artist, pixelpusher, vector bender, face turner for over thirty years. I worked on more games than I can remember... The most recent release is "Super Crossbar Challenge" for iOS (Android coming soon) with Shattered Box, Fredbear Games and PlayPlayFun.

8 comments:

  1. Excellent, as usual. Looking forward to watching the next one, the animation of the main character sounds extremely interesting.

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    1. Thanks... and yes.. I am looking forward to making the robot run, jump, shoot and die... ;)

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  2. Man, that's beautiful. But my problem as a programmer is that I can't imagine those things to make them. Such simple shapes to make such a cool design. That takes imagination, I wonder how you flex that muscle.

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    1. That's the thing... it's coming naturally... not much of a thought process or even a muscle to flex. I just start with an idea and let it flow... ending up in a rather unexpected result at times but even those might be good for something at one stage and one game. The more you play e.g. with variations on an object the easier it gets next time around to come up with a design for a similar task.

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    2. Chris, you never search for references first?

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    3. I do search for references a lot when I am unsure about the look and feel of objects I am creating or finding a sample for the right mood/ colour scheme for a scene.
      For backgrounds like these and a lot of the elements covered in the tutorials I work from experience, gutt feeling or memory (as I have done similiar work before).

      I do however recommend searching for references whenever you can, as they help you get the right look done a lot faster and more accurate.

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  3. That's such a great tutorial, once again, it will come in real handy with building my backgrounds. :)

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