How To Draw For Video Games
Invest in yourself. Learn how to describe all your own game art for a lifetime.
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Acquire Adobe Breathing or Adobe Flash
The techniques in this lesson could apply to other vector based illustration software, simply your instructor uses Adobe Flash (now renamed Adobe Breathing), a multimedia and software platform used for authoring vector graphics, blitheness, games, and apps. Vector artwork can exist exported at nigh any size without pixelation or loss of quality.
Read most your instructor.
The courses in this collection are all taught past Justin Dike, founder of CartoonSmart, iOS developer and long-time Wink advocate for animation, illustration, interactive apps, and games. Feel complimentary to contact Justin through email or follow him through any of CartoonSmart'south social media outlets.
Over 12 hours of game fine art tutorials, broken into 45 curt movies.
Y'all've got a cracking idea for a game. Mayhap you've got the programming chops to code it all yourself. Now yous demand art. You lot tin hire someone, merely that tin cost a lot of money. You can license art, only that might non give you exactly what you want. This course can give yous the preparation you need to exercise some or all your app's art production yourself.
Imagine existence able to see a style of fine art or reference image and already knowing the steps to recreate something similar. That's the true aim of this grade. The broad range of topics in the course should make you lot feel confident enough to try illustrating whatever attribute of your game, exist information technology the logo, hero, background or interface. We'll even cover animation and discuss tips to exporting image sequences specifically for games.
The All-Of import Logo
In this section, we'll look at some incredibly piece of cake tips you tin can use with just about whatsoever font to make your logo stand out. Your logo is one of the first things people will see in the game itself, merely more chiefly, potential players will scrutinize any preview screenshots in the store earlier downloading your game. This first impression could be the cardinal to people downloading your app or not.
Ye ol' Quest Map
Alright matey's, no one knows where to begin their journeying without a map. This could be used as a guide to give players an overview of the various levels they will travel to. Or you lot could simply create a map for decoration in conjunction with your logo. Maps can be a cracking, soft background piece behind text, or other user interface elements.
Interface Elements and Buttons
In this session, we'll be roofing many types of interface elements, or GUI. This volition include buttons, progress bars, selection icons, radar, and anything else you might find while playing the game or within a menu.
Designing Game Characters
In this session we'll tackle cartoon your principal graphic symbol. We'll practice drawing the in-game views (front, back and side) and more detailed closeup views for Selection Screens, App icons or Promotional Art.
Character Animations
In this session yous'll learn how to animate your character from the previous session. We'll look at front and side view walking animation, an set on animation, how to add an interesting assault effect, and how to export a PNG sequence or Sprite Canvas from Flash.
Terrain
In this session nosotros will construct various top-downwardly view terrains. Combined with the buildings and structures taught in the next session, you'll take some very detailed backgrounds to work with.
How to Draw Buildings
In this session we will encompass perspective points, sketching ideas for buildings and creating multiple different structures, equally usual using Adobe Flash. You lot'll learn how to describe a castle, tiki house, and modular style buildings which are cracking for filling larger background pieces with very lilliputian art.
Animation FX
In this session we will expect at explosion FX which yous could apply for collisions, impacts, decease sequences, etc. Nosotros volition also practice animative looping effects to use in a background sequence. Great for calculation a little actress life to your game'southward scenes.
- Session 1
- Session 2
- Session 3
- Session iv
- Session v
- Session half dozen
- Session 7
- Session 8
- Session 9
Session one – Flash Basics
- Initial Setup with Flash – 18:03 – A free primer grade in using Adobe Flash
- Manipulating Vector Points – 5:00 – A curt video discussing how to move vector points around in Adobe Flash
Session 2 – The All Important Logo
- Basic Logo Layout (Free) –12:15 –In this video, we volition look at the basic layout of your logo. Topics include the area your logo will ideally occupy, issues y'all might run into if your logo exceeds a certain width, emphasizing sure words over others, and other subtleties you might not retrieve of otherwise.
- Starting the Empire of Ages Logo – xviii:14 –We will brainstorm to create a fully-realized logo for a hypothetical game called "Empire of Areas". In this video, nosotros will get as far every bit adjusting the text to perfection, then adding a backing layer backside the main text to make it announced extruded.
- Color the Logo –xviii:36 – In this video, we will color the text and add small, only noticeable details. Nosotros will explore the gradient options in Flash and hash out some benefits of using Symbols for repetitive objects or patterns.
- Adding the Logo Backing – 22:x – In this video, nosotros will create a backing for the main text of the logo. The background will include a castle-inspired shape, draped flag, and sword.
- Lighting the Logo – xv:03 – To complete our logo, we volition lite it using Blend Effects and a filtered flame symbol. Nosotros'll also look at how well our logo holds up against dissimilar backgrounds and sizes.
Session 3 – Ye ol' Quest Map
- Quest Map – Starting out (Free) – 21:01 – In this tutorial, we'll begin our quest map by creating the base, establishing a color scheme, and calculation lakes.
- How to Depict Streams and Docks –23:00 – In this lesson, we'll connect our lakes with rivers, add together dock icons, and overlay text on the map. Check out Blambot.com for some great free and paid fonts to use. We suggest Ale and Wenches.
- How to Describe Mountains and Roads – twenty:07 – In this video, we'll add mountains and roads. What quest map is complete without some kind of ill-fated mountain laissez passer.
- How to Draw Forests and Cliffs – 24:28 – In this video, we'll bear upon the darker parts. The scary forest and smokey cliffs of the map.
- How to Describe a Village – 17:14 – To finish off our map, we'll add a quaint piddling hamlet and a North, S, Due east, West icon.
Session iv – General User Interface
- Introduction –5:04 – The introduction to this session of tutorials talks about some "what non to practice's", with an emphasis on young players (those who can't read), and games that offer TOO many up-front options.
- Drawing a Play Button and Establishing a Theme –23:02 – In this video, nosotros'll begin to create 2 possible Play buttons, and aside from creating the art from scratch, we'll talk about establishing a theme for your game'southward full general user interface.
- Drawing a Sci-Fi Style Play Push –xx:fourteen – In this tutorial, we'll catechumen our start Play button from a medieval theme to a Sci-Fi or military mode theme.
- Cartoon Interface Elements – Health / Progress Bar –18:46 – In this lesson, nosotros will brand a Progress Bar which could be used to indicate the player's wellness has been drained, or some type of weaponry is existence used up.
- Adding Chains and Drawing a Compass Radar – 7:41 – In this video, we will create a glassy radar or compass (and we will add some chains to the Play button).
- Creating a Selected Style Icon –17:41 – In this tutorial, we'll wait at creating a "selection" box to indicate which of multiple options is the chosen 1.
- Drawing a Space Push –eighteen:36 – In this video, we volition work on a smoother, Wall-E fashion button for a more realistic gaming interface.
- Overview of Finished GUI –vi:32 – In this video, we will wait at some already completed elements for a Tower Defense game's GUI.
Session v – Designing Game Characters
- How to Draw a Character for a "Cull a Character" Screen –17:15 – In this video we volition start looking at character design, beginning with a forepart view graphic symbol. The finished piece could exist used in a Choose Your Character scene before the game starts.
- How to Draw a Graphic symbol for a "Cull a Character" Screen – Continued –24:30 – In this video, we will finish the knight grapheme which nosotros started in the previous video. We will draw his chest armor, cape, artillery, hand and sword hilt.
- How to Draw an In-Game Character – Front View – 22:38 – In this video, nosotros will draw the front view of the in-game grapheme.
- How to Draw an In-Game Graphic symbol – Back View –thirteen:fifty – In this video, we will draw the back view of the in-game graphic symbol.
- How to Draw an In-Game Character – Side View – 12:46 – In this video, we will draw the side view of the in-game graphic symbol.
Session 6 – Game Character Animation
- How to Animate a Front View Walk Cycle – xx:56 – In this tutorial, nosotros will breathing the in-game characters front view walk bicycle.
- How to Animate a Side View Walk Cycle –eighteen:19 -In this tutorial, we volition animate the in-game characters side view walk bike.
- How to Animate an Assault Animation – 21:48 – In this video we volition create an animated assault sequence.
- Adding FX to the Attack Animation – 21:04 – In this video, we will complete or our assail blitheness by adding a few more frames and overlay an icy flame result.
- How to Consign From Flash –xi:06 – In this tutorial, we will discuss exporting your Wink file to a spritesheet or PNG sequence to be imported to the software development kit of your selection (iOS, Android, etc) .
Session seven – Creating Terrain for a Game
- The Outlands –xx:37 – In this tutorial we volition create an ominous looking rocky, terrain.
- The Outlands (continued) –22:00 – In this video we will add to our previous terrain, with cleaved logs, vines, grass and a patch of vines.
- The Ocean – 21:37 – In this tutorial we will create our ocean scape, including islands and a luminous bounding main.
- The Ocean (continued) –21:04 – In this video, we will add rocks, grass, a bridge and dock.
- The Bad Part of Anywhere – In this video we will create an overhead view of a lava level.
- The Bad Role of Anywhere (continued) – We'll finish off our not-so-friendly lava level.
Session 8 – Buildings
- Perspective 101 –15:10 – In this tutorial nosotros quickly become over some fundamentals of perspective points.
- How to Describe a Castle –24:fourteen – In this video, we volition create a simple top downwards view castle.
- How to Draw Modular Huts –eighteen:24 – In this tutorial we volition alter the view slightly to a more isometric style and piece of work on a hut that could stacked or laid side-by-side to easily create a sprawling landscape of buildings.
- Sketching Ideas for Buildings –16:59 – In this video, we use Adobe Flash as a kind of sketching tool, to brainstorm ideas for a building. We volition create a cube, then try attaching a random shape correctly in perspective.
- The Tiki Firm –24:31 – In this tutorial, we volition create a jungle firm. The materials of the firm should requite off a more organic vibe.
Session 9 – Animated FX
- How to animate a Star Flare-up Explosion – In this video, we volition breathing a star-flare-up style collision effect. This is useful for any kind of touch on in a game, similar getting striking with a weapon or simply running into a wall.
- How to animate a Ring Smash Explosion – In this video, we will animate a fleck more to the burst explosion by adding a smokey ring blast around the initial result.
- How to breathing a Smoking Loop – In this video we will breathing a looping smoke effect.
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