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70andbelow

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A member registered Jul 13, 2017

Creator of

Recent community posts

Further cleanup and color for each rotation, and we call it a night!


(1 edit)

And the same for the 3/4 back and back. Oops, left out the 3/4 right hand!

Love it, repeat the process for the front.

Use guides to match the inner details with perspective adjustments.

Fill in the silhouette.


Love it. 

Using guides, lets rough out the profile.

Not wild about the green hair, need to do a more generic enemy and we can add flair in later.

Throw in some simple flat colors.

Using the hero as reference, I sketch out a rough draft.

Here's the turnaround for the generic enemy. Next up, some standard animations for idle.



Roughed out a generic enemy, this week. I'll start in on the turnaround.

Color the rest, and we finally have a full turnaround for creating animated game assets.


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Now a little perspective and proportion work, and boom, the line-art is done.

Lots of swearing and frustration, and some heavy reliance on help from pinterest anatomy references.

Front, 3/4, and profile are done. Now it's time to work on the back 3/4 and full back. The good part is that these are just mirrored images of the full front and the 3/4 front. So we just erase all of the inner details and keep the outlines.


(1 edit)

Now onto the front. 

They start as white blobs, then I use guides to help pinpoint proportions.

Much better!

Clean up the anatomy more, work on those gloves, tighten up those shoes, too.

Now it's time to start working on the profile shot. Arm separated to help make sure the lines match.

(1 edit)

Let's refine that mug a bit. Looking better... but he's missing something...
Also, let's tone down those muscles so that the shirt doesn't look like it's soaking wet.

What goes best with orange hair?
Analogous and complementary colors, that's what!

He needs a face. First draft. Hmmm... good enough for now.

Play around with the colors and clean up the lines.

Then we get home and start fixing the anatomy. This guys gonna be jacked! Big boulder shoulders with a broad stance, like dressed like he just left the gym.

Here's a series of posts that show how we go about designing the art for our hero.

First, it starts with a sketch over Christmas holiday.
 

Got the dev environment 98% set up on the Steam Deck. It's quite a versatile device! I have it connected to an HP G5 dock to give it a little extra power, as well as make it easier to set up multi-monitor dev for both code and artwork.
Krita is our art / animation pipeline. Godot is our engine. More updates to come!

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VERY cool. Can you talk about which engine you're going to use?

Love this game once I figured out the rules.

How are you going to make this a bigger Steam release if Pico8 cartridges have a hard file size limit of 32k?