Life is too short to make bad art.
This blog is a collection of step-by-step and video tutorials on creating game art. The focus is on simplicity and an easy approach to allow those readers considering themselves “artistically challenge” to create assets of their own with relative ease. The main tools used are vector design programs e.g. Inkscape, Affinity Designer, Illustrator or CorelDraw (just to name a few) along with pixel-based tools like gimp, Krita or Affinity Photo.
Improving game art
Why should you care about the art in your game? You might think, that if the gameplay is great, people will play it anyway. There are a lot of examples out there that prove that point.
Sadly there are even more games out there, that just disappear in the sheer endless avalanche of games flooding the game stores, the online gaming sites or the app stores. Games that might be great fun to play but we just don’t get to see them. The reasons might be diverse but a common problem is an initial appeal to the player. This first impression rarely is done by gameplay, sound, story or visual effects but by simple art in form of icons and screenshots.
In the increasingly competitive market of computer games, even the indie segment these days stands out with excellent art. We can’t all be artists working for the big AAA studios like EA, Ubi or Blizzard and as a no one, no one expects that quality from your works, but with the right tools and a few simple tricks you can improve the quality of your art big time.
I am Chris… pixelpusher, vectorbender, and quadturner for a long, long time… I started out doing sprites and digital art on the Commodore 64 (calculating sprite values and using a joystick to draw on the small TV screen in my room).
I went on to illustrate games for Amiga, early PC and Atari ST including “St. Thomas”, followed by a long line of flash games for TV station promotions. In 2005 “HeliAttack 3” was developed with Chris Rhodes and went viral (before the term was coined). Pixelart and vector based art for mobile and handheld games followed including a PSP and Nintendo DS version of “Impossible Misson”, a game I was passionate about back in the high school days playing on the C64.
More recent releases include “The Adventures of Shuggy” for Xbox Live Arcade with Smudge Cat games and a bunch of iPhone/ iPad games and templates with my mate Darren from Utopian Games as well as “Super Crossbar Challenge” with Shattered Box and .io games with Ovaplay.