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Lets say a game designer is going to create a new character for his game and now needs to draw the character using an art style that is a smooth (not pixel art) style. What would be the best way for the game designer to draw his character and get it into the game?

Im asking this because I really have been wanting to create some flash games but I really am no good at creating graphics for them because I myself tend to focus more on programming the game since thats what I like doing and focus a lot on.

Would the game designer use one of the following processes to create the graphics for his game? And if so which one is the most efficient way for that smooth art style?

  1. Drawing them on paper, scanning it, color and fix up in Photoshop

  2. Drawing them and coloring them in Photoshop/Illustrator.

  3. Drawing them onto an actual computer screen using a stylus pen.

Thanks for your time!

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2 Answers 2

"but I really am no good at creating graphics for them because I myself tend to focus more on programming"

Your best solution in that case is to find a graphic designer or illustrator to work with you.

If your games are Flash based, you likely want to stick with vector image formats...so files drawn in AI or Flash directly.

As for which method is more efficient, there's no answer to that. Each artist has their own process and that is the most efficient method for them.

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Traditionally, vector art is favored for scalability and portability - meaning you'd want to create the character in a program like Adobe Illustrator. Once you have that file, coloring, sizing and tweaking are all relatively simple in comparison with a raster tool like Photoshop.

If you're looking to storyboard a bunch of characters/styles/portrayals, then you'll probably want to work with a sketchpad and a pen. Often times, characters within the same game can make use of the same features (or similar features - meaning you wouldn't want to waste your time having someone recreate everything digitally for you).

I am personally a fan of the games that would require a 3D model of your character. The three approaches you've outlined could all work in the same capacity for conceptual art. The conceptual art could then be interpreted and translated to 3D by a person who knows something like Maya, Lightwave, etc.

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