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Game Design & �Development

Intro to Game Art

SCIENCE

PASSION�TECHNOLOGY

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Erin List

Intro to Game Art

Game Designer, 2D Artist, �Concept Artist, Character Designer

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First Things First

Intro to Game Art

  • ❓ Feel free to ask questions
  • ⏳ Got at least 1 hour, but can do 2
  • 😅 First time I’m doing this
  • 🧐 Is supposed to be a tutorial
  • 🙃 Made slides as if it’s a lecture
  • 😐...also they’re not finished

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About these Slides

Intro to Game Art

  • Made for presentation
  • ...but also to be useful on their own
  • Links & resources at the end

BONUS LINKS�ON SOME SLIDES

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The Role of Art in Games

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What is Art in a Game?

What is Art in a Game?

Intro to Game Art - The Role of Art in Games

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Characters, creatures, environment, objects, effects, UI, animation, cutscenes, sound, music, narrative, etc.

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Types of Game Artists

Intro to Game Art - The Role of Art in Games

2D Artist

3D Artist

Environment Artist

Concept Artist

Character Artist

Texture Artist

UI Artist

Storyboard Artist

Marketing Artist

Pixel Artist

Technical Artist

Prop Artist

Cinematic Artist

Production Artist

VFX Artist

Sound Designer

Composer

Animator

Rigger

Creature Artist

Writer

Editor

Art Director

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What is Art in a Game?

Intro to Game Art - The Role of Art in Games

  • Everything you can see and hear
  • Most often just means visuals tho
  • ...like the focus of these slides 🙃

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The Role of Art in Games

Intro to Game Art - The Role of Art in Games

  • Art is more than a pretty wrapping
  • Aesthetic helps define game language
  • Art direction informs overall design
  • Can draw players into the game: screenshots, trailers, box art...

Great 10-part video series (~2 hours) about game art, by folks at Riot Games�Don’t let the face scare you :D�Little warning though for the first video at 2:55 (flashy images)

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Can be broken down into 3 parts

Intro to Game Art - The Role of Art in Games

Style

Satisfaction

Clarity

Communicating gameplay�and what’s happening

Satisfying interactions and responsive feedback

Art feels cohesive and�sets an emotional tone

🧐

😀

😎

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Clarity

Intro to Game Art - The Role of Art in Games

  • Communicating what’s going on
  • Making gameplay clear to players
  • Provide critical information
  • Some games have a lot going on ↘

[Watch | 26 mins] Building Games That Can Be Understood at a Glance - GDC (Zach Gage)

Into the Breach (Subset Games, 2018) ↑�Factorio (Wube Software, 2016/2020) →

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Satisfaction

Intro to Game Art - The Role of Art in Games

  • Clear and responsive feedback
  • Sensations: touch, visual, auditory
  • Feeling of control in a game space
  • Aka. game feel, juice, and polish
  • At least some juice, but not too much�There’s even a paper that says so

[Watch | 5 mins] Secrets of Game Feel and Juice - Game Maker’s Toolkit�[Watch | 16 mins] Juice it or lose it - Martin Jonasson & Petri Purho�[Watch | 44 mins] The Art of Screenshake - Jan Willem Nijman

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Satisfaction Examples

  • Immediate change from button press,
  • Hit pause
  • High score fanfare
  • Flowing momentum
  • Good running and jumping feel
  • Screenshake
  • Visual effects & lights
  • Sound effects & music
  • Good physics
  • Tactile feedback like controller rumble

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Style

Intro to Game Art - The Role of Art in Games

  • Cohesive look and feel
  • Sets an emotional tone
  • Different colors, character designs, environment, pushed proportions…
  • Style ≠ Perspective ≠ Gameplay

Fez (Polytron, 2012) ↑�Cuphead (Studio MDHR, 2017) →

[Watch | 1 hour] Developing the Art of Fortnite - GDC (Peter Ellis)�[Watch | 26 mins] The Art of Journey - GDC (Matt Nava)�[Watch | 7 mins] The Uncanny Valley - Extra Credits

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Art Style Examples - Side-Scroller with 2D Art

Stick Fight: The Game�(Landfall West, 2017)

Rayman Legends�(Ubisoft, 2013)

Gris�(Nomada Studio / Devolver Digital, 2018)

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Art Style Examples - Side-Scroller with 3D Art

Super Smash Bros. Ultimate�(Bandai Namco Studios, Sora Ltd. / Nintendo, 2018)

Donkey Kong Country: Tropical Freeze�(Retro Studios / Nintendo, 2014)

Inside�(Playdead, 2016)

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Art Style Examples - 2D Top-Down

Hotline Miami�(Dennaton Games, Abstraction / Devolver Digital, 2012)

Enter the Gungeon�(Dodge Roll / Devolver Digital, 2016)

Swords of Ditto�(onebitbeyond / Devolver Digital, 2018)

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Art Style Examples - Isometric

Hades�(Supergiant Games, 2018/2020)

Age of Empires II: Definitive Edition�(Forgotten Empires, Tantalus Media, Wicked Witch�Xbox Game Studios, 2019)

Monument Valley 2�(ustwo games, 2017)

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Art Style Examples - 3D Top-Down

The Legend of Zelda: Link’s Awakening�(Grezzo / Nintendo, 2019)

League of Legends�(Riot Games, 2009-Today)

Grim Dawn�(Crate Entertainment, 2016)

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Art Style Examples - Pixel Art

Owlboy�(D-Pad Studio, 2016)

Celeste�(Matt Makes Games, 2018)

Hyper Light Drifter�(Heart Machine, 2016)

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Art Style Examples - Realistic 3D

Dark Souls III

The Witcher 3: Wild Hunt�(CD Projekt RED, 2015)

Control�(Remedy Entertainment / 505 Games, 2019)

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Art Style Examples - 3rd Person

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Art Style Examples - 1st Person

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Art Style Examples - Stylized 3D

Journey�(thatgamecompany, Santa Monica Studio, 2012)

World of Warcraft�(Blizzard Entertainment, 2004-Today)

The Legend of Zelda: Breath of the Wild�(Nintendo, 2017)

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Art Style Examples - 2D Art in 3D Space

Paper Mario: The Origami King�(Intelligent Systems / Nintendo, 2020)

Don’t Starve�(Klei Entertainment, 2013)

Octopath Traveler�(Square Enix, Acquire, 2018)

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Art Style Examples - Dark

Darkest Dungeon�(Red Hook Studios, 2016)

Binding of Isaac�(Edmund McMillen and Florian Himsl, 2011)

Bloodborne�(FromSoftware / Sony, 2015)

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Art Style Examples - Hand-Drawn

Gorogoa�(Buried Signal / Annapurna Interactive, 2013)

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Art Style Examples - Minimalist

Mini Metro�(Dinosaur Polo Club, 2015)

Hidden Folks�(Adriaan de Jongh, Sylvain Tegroeg, 2017)

Thomas Was Alone�(Mike Bithell, Bithell Games, 2012)

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Art Style Examples - So many more...

Apotheon�(Alientrap, 2015)

Return of the Obra Dinn�(Lucas Pope / 3909 LLC, 2018)

Minecraft�(Mojang Studios / Microsoft, 2011-Today)

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Visual Hierarchy

Intro to Game Art - The Role of Art in Games

  • Most important info → easiest to see
  • Keeps things from clashing
  • If everything stands out, nothing does
  • Manipulate contrast to achieve
  • Important for clarity & accessibility

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Contrast

The Role of Art in Games - Visual Hierarchy

  • By contrast = compared to another
  • All art forms use contrast
  • Similarity vs. difference
  • Creates areas of focus
  • Impacts overall feeling

[Read / Look] How to THINK when you draw CONTRAST - The Etherington Brothers

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While there’s life, there’s contrast.

Without contrast, life would be boring.

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Types of Contrast

The Role of Art in Games - Visual Hierarchy

….and many more

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Color

The Role of Art in Games - Visual Hierarchy

Saturation

Hue

Value

Dark vs. Light

Pure Color

Intensity of Hue

[Watch | 23 mins] Understanding Color - Blender Guru�[Watch | 9 mins] Color Theory for Noobs - Flow Graphics

There’s more to it ofc,�but this should do for now!

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Value & Color Contrast

The Role of Art in Games - Visual Hierarchy

  • Can highlight things like bad guys ->
  • Sets an emotional tone

SUPERHOT (SUPERHOT Team, 2016) ↑� ->

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Lighting

The Role of Art in Games - Visual Hierarchy

Uncharted: The Lost Legacy (Naughty Dog, 2017) ↑� Journey (thatgamecompany, 2012) ->

  • Light & shadow
  • Spotlight, leads eye to lightest area ->
  • Lighting interacts with materials ↘
  • Key to overall mood of environment

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Shapes & Size

Squares, circles, triangles, �stars, trapezoids...

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Shape & Size Contrast

The Role of Art in Games - Visual Hierarchy

  • 2D = shapes, 3D = forms

Super Mario 3D World (Nintendo, 2013) ↑�The Legend of Zelda: Breath of the Wild (Nintendo, 2017) ->

[Watch | 11 mins] Size Matters - Exploring Scale in Games - eurothug4000

  • Distinct and clear silhouettes ->
  • Can highlight where to look
  • Shows what’s dangerous or safe

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Level of Detail

The Role of Art in Games - Visual Hierarchy

  • Careful, don’t detail everything
  • Areas of rest vs. areas of high detail
  • Helps lead the player’s eye
  • Creates depth in environment
  • Close = high detail, Away = low detail

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Layout & Position

The Role of Art in Games - Visual Hierarchy

  • Composition of various elements
  • Proximity, continuity, closure
  • Huge part of environment art and UI

[Watch | 30 mins] Understanding Composition - Blender Guru

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Communicating Gameplay

Intro to Game Art - The Role of Art in Games

  • Player goals and progression
  • Player actions
  • Rewards and challenges

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Visual Design

The Role of Art in Games - Communicating Gameplay

PRESENTING�COMPLEX INFORMATIONIN A SIMPLE WAYTHAT YOUR AUDIENCE CANINTUITIVELY UNDERSTANDAND ACT UPON

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Visual Design

The Role of Art in Games - Communicating Gameplay

  • Communicating a clear message
  • It’s about problem solving
  • In games it’s moving and changing
  • Especially important in UI Design

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Understanding Your Audience

The Role of Art in Games - Communicating Gameplay

  • How do they think?
  • What things do they connect with?
  • How are they experiencing the game?
  • What info are they looking for?
  • Game genre is a big factor

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Systems Thinking

The Role of Art in Games - Communicating Gameplay

  • Ecosystem for the whole game
  • Every part should feel unified
  • Consistency throughout the game
  • Meaning behind colors, shapes, etc.
  • Everything affects everything else

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Shape Language

The Role of Art in Games - Communicating Gameplay

Standardize the use of certain shapes

for certain things across the entire game

[Watch | 24 mins] Intro to Shape Theory - TipTut

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Color

The Role of Art in Games - Communicating Gameplay

  • Can show what team you’re on
  • ...or tell player’s apart ->
  • What type of damage you’re dealing ↘
  • Helps tie different things together
  • eg. models and effects

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Colorblindness

The Role of Art in Games - Communicating Gameplay

Avoid using color as the only distinction if possible

Full Color Vision

Deuteranomaly�Green-weak, ~5% of people

Monochromacy�“Total color blindness”

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Theme

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Theme / Thematic

Intro to Game Art - Theme

  • Basically, what the game is about
  • A unifying idea that is present through:
    • Mechanics, narrative, audio, visual effects, characters, world, and general aesthetic
  • Consistent theme aids immersion

[Watch | 5 mins] How to Choose a Theme for Your Game - GDC (George Fan, Plants vs. Zombies creator)

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Resonance

Intro to Game Art - Theme

  • When different elements consistently align with each other and the theme
  • Emotional impact
  • Creates an immersive experience
  • Emotions don’t need to be positive

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Dissonance

Intro to Game Art - Theme

  • When different elements of a game don’t match each other or the theme
  • Draws attention to mismatch instead of the game
  • Pulls player out of immersion
  • Themes differ by culture

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Complexity

Intro to Game Art - Theme

  • Amount of info a player needs to know to make a decision
  • Complexity ≠ Difficulty
  • Complexity in game design is a cost
  • Influences accessibility and amount of time before players have fun

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Piggybacking

Intro to Game Art - Theme

  • Use of preexisting knowledge to front-load game information
  • Taking advantage of known behaviour of common objects or ideas
  • Theme can explain otherwise nonsensical behaviour
  • Reduces complexity
  • Makes learning easier

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Narrative

Intro to Game Art - Theme

  • Ties gameplay and theme together
  • Explains motivation for characters
  • Explanation for overall setting
  • Can be direct, like a story being told

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It’s All Connected

Intro to Game Art - Theme

  • Narrative, art, sound, theme, mechanics
  • All should aim in the same direction
  • They all guide each other’s design
  • Collaborative process, back and forth
  • Start to design them together early!!!

[Watch | 1 hour] Magic: The Gathering - Twenty Years, Twenty Lessons Learned - GDC (Mark Rosewater) Watch this one, it’s one of the best GDC talks, seriously, like 5th most popular

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Concept�Art

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Concept Art & Illustration

Intro to Game Art - Concept Art

Illustration

Beautiful Drawings

Concept Art

Visual Design & Problem Solving

[Watch | 23 mins] Illustration VS Concept - Trent Kaniuga

↑ Aphelios (Champion Insight) from League of Legends (Riot Games, 2009 - Today)

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Concept Art

Intro to Game Art - Concept Art

  • Helps solve problems visually
  • Makes ideas clear to the team
  • Lets people imagine the game world
  • Makes folks excited about the game
  • Easier to change than polished art

[Watch | 12 mins] So You Wanna Make Games?? | Episode 2: Concept Art - Riot Games�[Online-Artbook] The Art of League of Legends - Riot Games

Minecraft (2011 - Today), Cave Update - Artist: Mariana Salimena

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Concept Art Examples

Intro to Game Art - Concept Art

Design Plans, Character Sketches, Model Sheets, �Visual Documentation, Storyboards, Thumbnails, Mood Pieces, Blueprints, etc.

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Project Preparation

Intro to Game Art - Concept Art

Before you even start drawing

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Understand the Problem

Concept Art - Project Preparation

  • Know what you’re solving
  • Don’t draw cool things just because
  • Ask “why” to get to the root problem
  • Know who you’re making it for

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Set Constraints

Concept Art - Project Preparation

  • “Restrictions breed creativity”
  • Helps to narrow the creative focus
  • Prevents endless spinning on ideas

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Constraint Examples

Concept Art - Project Preparation

  • Thematic: lore, setting, tone...
  • Perspective: first-person, top-down...
  • Mechanics: hit points

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Research!!!

Concept Art - Project Preparation

  • Find your palette of inspiration
  • Similar genre, aesthetics, theme...
  • No limits: games, books, films...
  • Use real references if possible
  • Maybe even visit real places

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GATHER REFERENCE!!!

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Moodboard

Concept Art - Project Preparation

  • Palette of inspiration and reference 🎨
  • Get feedback without much work
  • Great to stay on track
  • Include short descriptors
  • Should represent fairly narrow direction

[Tool | Win, Mac, Lin] PureRef - Free (can donate) program for making mood boards.

So You Wanna Make Games?? | Episode 2: Concept Art - Riot Games ↑�Original Volibear Splash Art - League of Legends ->

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Generating Ideas

Intro to Game Art - Concept Art

  • Don’t chase originality
  • Try lots of stuff
  • Mix strange with familiar
  • Pick apart, put together
  • Steal from many places

[Watch | ~1 hour] Practical Creativity - GDC (Raph Koster) The talk is mostly about games and its mechanics, but you can apply lots of it to other stuff as well�[Read] How to THINK when you draw CHANGING ONE THING - The Etherington Brothers

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There’s no simple formula

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How Much/Good is Enough?

Concept Art - Generating Ideas

  • Depends on subject, perspective, style, mechanics, time, final artist...
  • Good enough to get idea across
  • Sketch can be enough to excite
  • Start rough, get more detailed later

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Drawing for Ideation

Concept Art - Generating Ideas

  • Not about polished image
  • Keep it simple, not too much detail
  • Draw fast and loose
  • Don’t be too precious about it
  • 10 sketches > 1 amazing drawing

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Closing Doors

Concept Art - Generating Ideas

  • Zero in on the concept
  • Work from broad to narrow
  • Close ideas that don’t work
  • Expand upon ideas that work
  • Resist urge to reopen closed doors

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Navigating Feedback

Intro to Game Art - Concept Art

Because people might have different opinions

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Ask Specific Questions

Concept Art - Navigating Feedback

  • Ask questions relating to goals
  • Don’t just ask “do you like this?”
  • Adjust for your audience
  • They need to understand your goals

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Show Your Work!

Concept Art - Navigating Feedback

  • Do it early and often!!!
  • Don’t wait for a grand reveal
  • Communicate vision as it evolves
  • If something needs to change, it’s better to know as soon as possible
  • Anticipate questions

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Care About Your Work!

Concept Art - Navigating Feedback

  • Present your work like you care
  • How you communicate matters
  • Pitch the feeling
  • Inspire your team

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Character�Art & Design

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Character Art & Design

Intro to Game Art - Character Art & Design

  • Multidisciplinary process
  • Design, sculpt, paint, rig, animate...
  • It’s all connected!

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Character Design

Intro to Game Art - Character Art & Design

  • Lots of aspects to consider
  • Looks, movement, personality, story, voice, clothes, skills, gameplay...
  • Who they are, where they live, what they believe in, what clothes they wear
  • We are characters!

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Iconic Elements

Intro to Game Art - Character Design

  • Iconic design works in many styles
  • Visuals can tell a lot about characters
  • Pick around 3 things that stand out
    • Green tunic & pointy hat
    • Sword and shield
    • Blonde hair

[Watch | 8 mins] The Mechanics of Character Design - Extra Credits

Evolution of Link - Hyrule Historia (Dark Horse Comics, 2011)�The Legend of Zelda Series (Nintendo)

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Shapes & Silhouette

Intro to Game Art - Character Design

  • A character is a collection of shapes
  • Recognizable by silhouette alone
  • Push shapes to make it more iconic
  • Strong positive and negative forms
  • Variety of big, medium, small shapes

[Read / Look] How to THINK when you draw SILHOUETTE THUMBNAILS - The Etherington Brothers

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Color Palette

Intro to Game Art - Character Design

  • Don’t use too many colors
  • Choose a color hierarchy
  • Think about value contrast
  • Color language: color tells a story

Street Fighter - Abstract Edition (2010) by Ashley Browning

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Exaggeration

Intro to Game Art - Character Design

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Pose

Character Design - Exaggeration

  • Tells a lot about personality
  • feminine / masculine
  • extroverted / introverted
  • lazy / focused

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Body Variety

Character Design - Exaggeration

  • Don’t just use textbook proportions
  • Can vary wildly between individuals

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Appeal

Intro to Game Art - Character Design

  • Strong visual interest
  • Doesn’t mean ‘good-looking’
  • Everyone has different standards
  • Dynamic design

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Environment�Art

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What is Environment Art?

Intro to Game Art

  • Basically, 90% of the screen
  • The world or background of the game
  • Terrain, props, set pieces
  • Key to immersion and storytelling

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Process

Intro to Game Art - Environment Art

  • Prioritize things that are important to achieving the overall game experience

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Believability

Intro to Game Art - Environment Art

  • Things don’t need to be real to be believable
  • Put a character in for scale reference
  • Use interactive objects as scale cues:
    • Chairs, doors, railings, stairs

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Storytelling

Environment Art - Believability

  • Environment tells a lot about:
    • Climate, age, culture
  • Key to enforcing game experience
  • Makes places feel interesting and real
  • Research!!!

[Watch | 18 mins] How Level Design Can Tell a Story - Game Maker’s Toolkit - check the video description for even more resources

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Efficiency

Intro to Game Art - Environment Art

  • Keep the polycount low
  • Reuse models and textures
  • Use modular kits
  • Consider tilemaps for 2D games

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Animation

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Animation

Intro to Game Art

  • Motion, timing

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12 Principles of Animation

Intro to Game Art - Animation

  • Important for any kind of animation

[Watch | 24 mins] 12 Principles of Animation - AlanBeckerTutorials�[Watch | 16 mins] Disney - The Magic of Animation - kaptainkristian

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Frame-by-Frame

Intro to Game Art - Animation

  • Used for 2D animation
  • Often uses sprite sheets

Super Mario World Sprite Sheet

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2D Skeletal Animation

Intro to Game Art - Animation

  • An often used tool is Spine
  • Uses images attached to bones
  • Then animates those bones
  • Benefits: Fewer assets, smoothness
  • Can procedurally animate ingame

[Watch | ~30 mins total] 3 videos from one of the devs of The Adventure Pals about Character Design, Spine Rigging, and Spine Animation

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Character Animation

Intro to Game Art - Animation

[Watch | 13 mins] So You Wanna Make Games?? | Episode 6: Character Animation - Riot Games�[Watch | 21 mins] Making Fluid and Powerful Animations for Skullgirls - GDC (Mariel Cartwright)

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Game Animation Goals

Intro to Game Art - Character Animation

  • Clearly displaying actions
  • Believable motion and physics
  • Injecting personality

[YouTube Channel] New Frame Plus - A series about video game animation, created by Daniel Floyd�[YouTube Channel] Video Game Animation Study - Another series analyzing animation in video games!

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Preparation

Intro to Game Art - Character Animation

  • Visualize
  • Use reference
  • Act it out
  • Sketch out ideas
  • Research

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Posing

Intro to Game Art - Character Animation

  • Animation is a series of poses
  • Clear and instantly readable
  • Proper physicality
  • Visually interesting
  • Conveys character

[Watch | 21 mins] Tracer & Pose Design 101 - The Animation of Overwatch - New Frame Plus

[Watch | 9 mins] The Importance of Keyframes / Run Cycles - Video Game Animation Study�[Website] Posemaniacs - Pose references

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Line of Action

Character Animation - Posing

  • Imaginary line through a pose

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Weight and Balance

Character Animation - Posing

  • Pose indicates distribution of weight
  • Check character's center of gravity
  • Can show the weight of props

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Specificity

Character Animation - Posing

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Motion

Intro to Game Art - Character Animation

  • Spacing and eases
  • Squash and stretch

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Animation Systems

Intro to Game Art - Character Animation

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Visual�Effects

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Real-Time VFX

Intro to Game Art - Visual Effects

  • Needs to be more efficient than pre-rendered
  • There’s no standard approach
  • Often made inside game engines

[Watch | 13 mins] So You Wanna Make Games?? | Episode 7: Game VFX - Riot Games�[Watch | 1 hour] Visual Effects Bootcamp: Artistic Principles of VFX - GDC (Hadidjah Chamberlain and Jason Keyser)�[Read] League of Legends’ VFX Style Guide (PDF)

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Techniques & Methods

Visual Effects - Real-Time VFX

  • Particle systems for 3D games
  • Camera-facing cards, meshes, trails
  • Pixel Art usually uses frame-by-frame
  • As do many other 2D games

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Particle Systems

Visual Effects - Real-Time VFX

  • Consists of an emitter
  • Like an invisible point in space
  • Fires sprites and models into the air
  • Manipulating options creates different effects

Particle System in Unity

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UI�Design

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What is a User Interface?

Intro to Game Art - UI Design

  • Players interact with the game via UI
  • HUD, level maps, character selection, inventories, level editors, skill trees, quest windows

Super Smash Bros. Ultimate (Nintendo, 2016) ↑� Fallout 4 (Bethesda, 2015) ->

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UI & UX

Intro to Game Art - UI Design

  • UX = User Experience
  • The experience of using something
  • UI = User Interface
  • The interface which you’re using to interact with the thing
  • Both work closely together

[Watch | 13 mins] Fortnite UX Designer Breaks Down Fortnite’s UI / UX - Ars Technica (Celia Hodent)�[Watch | 54 mins] The Gamer’s Brain: How Neuroscience and UX Can Impact Design - GDC (Celia Hodent)

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Understanding Your Audience

Intro to Game Art - UI Design

  • Playing a game on mobile vs. PC
  • Some games are 90% UI
  • …others have a minimal UI

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Motion Graphics (MoGraph)

Intro to Game Art - UI & Visual Design

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Responsiveness

UI Design - Motion Graphics

  • Fast interactions
  • Clicking feels fluid and effortless

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Intention

UI Design - Motion Graphics

  • Motion leads the eye!

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Awareness

UI Design - Motion Graphics

  • Elements respond from location
  • eg. UI moves with cursor

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Consistency

UI Design - Motion Graphics

  • Similar element types and actions
  • Repeated motion patterns
  • Establish familiar behaviors

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Physical Intuition

UI Design - Motion Graphics

  • Elements are stylized
  • Fit the game’s brand
  • Feel natural
  • Movement is affected by forces
    • eg. friction and scale

[Watch | 8 mins] Diegetic UI - Realistic, or Distracting? - Extra Credits

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Sound�& Music

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Sound Design in Games

Intro to Game Art - Sound Design

  • Reinforces experience and thematic
  • Provides gameplay cues
  • Gives the player feedback
  • Drives the core emotion

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Sound Terminology

Intro to Game Art - Sound Design

  • Frequencies
  • Envelopes
  • Dynamics

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Sound Design Toolbox

Intro to Game Art - Sound Design

  • Attenuation
  • Equalization
  • Reverb

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Implementation

Intro to Game Art - Sound Design

  • Attaching sounds to game events

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How to Get Sounds

Intro to Game Art - Sound Design

  • Sound libraries
  • Foley - making your own sounds

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Visuals & Sound

Intro to Game Art - Sound Design

  • Make visuals and sound cohesive

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That’s it folks

:D

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Final Thoughts

Intro to Game Art

  • Stay open-minded
  • Try out lots of things
  • Find out what you like
  • Create something
  • Practice makes progress

DON’T FORGET�THE BONUS LINKS

  • Learn why, not just how

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THANKS FOR JOINING!

Continue for Further Reading & Resource Links

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Further Reading & Resources

Intro to Game Art

https://80.lv/

Cameras

50 Game Camera Mistakes - GDC (John Nesky)

The Challenge of Cameras - Game Maker’s Toolkit

How Cameras in Side-Scrollers Work - GDC (Itay Keren)

Blender

Openframeworks

Books

Game Feel

PixelProspector

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Visual Art & Design

Intro to Game Art - Further Reading & Resources

Tools

  • GIMP
  • Getpaint
  • mapeditor
  • inkscape
  • pixlr

References

  • Creative Uncut - A library of video game concept art
  • Visual Library - You need a free Pinterest account to look at the entire thing

Videos

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Art Assets

Intro to Game Art - Further Reading & Resources

  • Game-icons.net
  • Textures.com

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Digital Drawing / Painting 🎨

Intro to Game Art - Further Reading & Resources

Tools

  • Krita (free)
  • Autodesk Sketchbook (free)
  • Paint Tool SAI (paid)
  • Clip Studio Paint (paid, 45€ full price, occasionally on sale for less)
  • Procreate (paid, 11€, OSX)
  • Adobe Photoshop (paid, too much)
  • PureRef (free) - Reference Tool
  • Kuadro (free) - Reference Tool
  • IRL Sketchbook, carry one with you for scribbling ideas :D

Books

Tutorials

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Pixel Art 👾

Intro to Game Art - Further Reading & Resources

Tools

  • Aseprite (paid, 10€)
  • Graphics Gale (free)

Tutorials

Websites / Communities

  • PixelJoint - A gallery showcase and community for pixel artists
  • Pixel Dailies - A Twitter account that posts daily themes for practicing pixel art

People

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3D Art

Intro to Game Art - Further Reading & Resources

Tools

  • Blender (free)
  • Maya
  • 3DS Max
  • Cinema4D
  • ZBrush
  • Mudbox
  • Meshmixer
  • Substance Painter (paid) - Texturing

Books

  • Anatomy for 3D Artists
  • Digital Modeling

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Character Design 🐱‍👤

Intro to Game Art - Further Reading & Resources

Websites / Blogs

Videos

Reading

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Animation 🏃‍♀️

Intro to Game Art - Further Reading & Resources

Books

Websites

  • Posemaniacs - Pose references

Video Channels

  • New Frame Plus - A series about video game animation, by Daniel Floyd
  • Video Game Animation Study - A series analyzing animation in video games
  • AlanBeckerTutorials - Animation tutorials from the “Animator vs. Animation” guy

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UI, UX, and Visual Design 📱

Intro to Game Art - Further Reading & Resources

Tools

  • Figma - A collaborative interface design tool

Color Tools

Books

Websites

  • Game UI Database - Collection of Video Game UI Screenshots and Videos
  • Interface in Game - Similar to above

Videos

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Level Design

Intro to Game Art - Further Reading & Resources

Books

Videos

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Audio 🎶

Intro to Game Art - Further Reading & Resources

Tools

  • Bfxr (free) - Sound effect generator
  • LabChirp (free) - Sound effect generator
  • Irrklang
  • Audacity (free) - Open-source audio editor

Digital Audio Workstations

  • Cakewalk (free)
  • LMMS (free)
  • Ardour (free)
  • FL Studio (paid)
  • Reaper (paid)
  • Garageband (free, OSX)

Books

  • The Sound Effects Bible - Ric Viers (2008)
  • Game Sound - Karen Collins (2008)

Videos

Sound Libraries

Free Sounds

  • wip

People

  • Joonas Turner (Broforce, Nuclear Throne, Downwell)
  • Martin Kvale (Owlboy, Hidden Folks, GoNNer)
  • Darren Korb (Hades, Pyre, Transistor, Bastion)
  • Paul Lackey (Overwatch, Midtown Madness)
  • Sally Kellaway (VR/AR/MR & 3D audio specialist)

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Accessibility

Intro to Game Art - Further Reading & Resources

Websites

Videos

  • Designing for Disability - Videos from Game Maker’s Toolkit about accessibility

People

  • Laura Kate Dale
  • Ian Hamilton

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Writing, Narrative, Storytelling 📝

Intro to Game Art - Further Reading & Resources

Tools

  • Twine (free) - An open-source tool to tell interactive, non-linear stories
  • Inkle Writer (free) - Tool to write and publish interactive stories
  • RenPy (free) - A visual novel engine
  • Notebook, like, carry an actual notebook with you to write down ideas. :D

Books

Videos

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Project Management

Intro to Game Art - Further Reading & Resources

Tools

  • Notion (free or paid)
  • Trello (free or paid) An online collaborative kanban boards platform
  • Miro (free or paid) An online collaborative whiteboard platform
  • HacknPlan (free or paid)
  • Codecks (free or paid)
  • Joplin (free) An open source note taking and to-do tool
  • Asana (free or paid)
  • Evernote (free or paid)

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