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12

I'd start by taking your favourite camera out and about and start snapping photos of real textures you like the look of, things like: Grass, bushes, twigs, trees. Fences (or other wood paneling) Mud, dirt, patchy grass etc Stone walls, pavement, asphalt, sidewalks, bricks. Water, puddles, lakes, rivers, etc. Take 5 or 6 pictures of each, because what it ...


9

**These steps will work the same in either Illustrator or Photoshop** Illustrator may be easier for what you need but if you want to use Photoshop you can still follow these steps: Why don't you actually make a paper plane and take a photo of it from what ever angle you need e.g. from the top or from the side and then import the image into Photoshop. Then ...


6

There are some some best practices for keeping images small. When using Adobe's suite of software there is an option to save for the web (photoshop, illustrator, fireworks). With this option you can really hone down on the exact colors and formats you will be exporting. gif is usually better for images with fewer than 256 colors and 1/0 transparency (no ...


6

How to make something stand out? Contrast. Easiest way is to use dark vs. bright or opposing colors like red and green. The issue you are having is that your caracter also blends with the tiles, while the background is rich in color. Which makes us look at the background first. Basically, look at any similar game, you will see that background and foreground ...


5

Short answer: Yes, there is such a job (2D Concept Artist/ Illustrator, although the title varies), and the only thing you need to get into it is probably a good portfolio of illustrations. A degree in Arts or Design helps too. Long answer: Ask yourself why exactly you want to be a video game designer. What is it about it, compared to other areas, that you ...


4

Start with a sketchbook and a pencil. No, seriously. If you don't know what you ultimately want your end product to look like it doesn't matter what software you use. Once you have an idea of what works for you (sketchbook and pencil, markers and yellow bum wipe, whiteboard, etc.) and where the kinks in your workflow are you will be in a better position to ...


4

A few years ago I worked on a game for a large corporation (5,000+ employees) which included several caricatures of famous politicians. Our legal department validated it with the only proviso being to neither include any real names nor explicit references to individuals. The company is UK based but the game was published online. Whilst it's worth getting ...


4

I would recommend Photoshop in your case. Just make the rock shape with the pen tool, and if you're not good at digital painting, you could easily use layer styles to make the rock "pop" out a bit like they did in the game. Edit: Here's something I quickly scrapped up. Simple pen-tool-made shape. Put a stroke on it, and did the default gradient overlay set ...


4

I think your example for why you used the darker colour in the foreground is showing much more distance than your game needs to. That's why it works so well for the mountains but not so much for the buildings. I would also mention that your background is darker at the top and lighter at the bottom. This depth would be complimented if your higher buildings ...


3

Hello again (I'm the guy from StackOverflow). I don't really understand the problem, but looking at your image I do notice something odd. First of all, your sprite sheet has 6 frames and is 720 pixels wide. Normally, this would mean that each frame should be 720 / 6 = 120 pixels wide. This is how each frame should be limited: All rectangles there are ...


3

Prop department or companies that specialise in them. I found some more interesting examples. And for the downvoter: It is not merely OK to ask and answer your own question, it is explicitly encouraged. Red Apple Cigarettes from Quentin Tarantino: Heisler Beer from My Name is Earl, Weeds and United States of Tara: Gannon Car Rentals from Lost and ...


3

I think it's basically a minimalist approach to depth. Color + 25% white = highlight Color + 25% black = shadow or Base color = color at 70% saturation Highlight = color at 50% saturation Shadow = color at 100% saturation Then you only need to alter the base color. I do this a great deal in illustrations. It keeps all shadows and highlights at the ...


3

Looks like a case of too much contrast. In photoshop/gimp/whatever, try looking at a portion of the green things, and a sample of the cracked sky, the character etc. Look at the histograms of these. They each span a broad range of values, black or near black to white or near white. Objects and background are easier for the eye to separate when their ...


3

I think the main features you're after are: Being able to paint with a non-antialiased pencil or brush. Nearest neighbour scaling (keep blocky things blocky when you scale). Non-antialiased selections. Layers. Being able to export the formats you'll need (PNG? GIF?). Based on that criteria, I'd highly recommend Photoshop, predominately using the Pencil ...


3

Consult an attorney. No designer is going to know the answer to this question. All answers will merely be guesses. You need to speak to someone familiar with legal-ease.


3

I would ultimately aim for a Bachelor of Arts (BA) in “Visual Communications” (also known as “Graphic Design”). That's what instantly got me some nice positions as a designer in the gaming industry as I started out and (from some friends still working in the gaming industry) I know that a BA-VC will give you a perfect base. Although, you'll also need ...


3

Since you mention a cost-effective solution for art style, I'd look into vector bundles or creation kits such as this one. Some of them are even specifically aimed for games, like this one. Lots of them are characters, and they can be used for any app or even for digital books. Of course you would only be able to use these if you want to create the apps ...


3

For a 2d side scrolling game. Vector style. Using Stencyl That is the key bit of info we needed! Looking at their documentation for animations it looks like animation is handled within the app--meaning that you create the individual animations yourself outside, then import them as individual frames. As such, it appears that the tool you need is a ...


2

Well since famous people are public figures and as long as you don´t insult them directly I think you should be fine... But this is a law thing, I´m not sure how far this fits in here :P I think it also depends on the laws of your country


2

I think that maybe you should add a little contrast. To me it seems you have too many analogous colors http://www.tigercolor.com/color-lab/color-theory/color-theory-intro.htm If you want it to have more of a childish feel I think you should go for primary colors.


2

The logos and other graphics are generally designed by game artists. The game artists help design everything from sprites, textures, user interfaces, and yes the logos. The fake products are usually idealized by designers, and level designers. They do not need other companies to do it for them, that's why they work in development teams. They can all use ...


2

You certainly could do this in Photoshop. Bastion was more likely done in Painter 7, from Procreate, since that seems to be the preferred software of Jen Zee, lead artist on the game. Regardless of the software you use, you can find many artists sharing their tips and techniques to make digital paintings around community sites like "CGSociety.org". Or if ...


2

Just use one of the filters in filters/edge-detect - with some extra actions until you get what you want. What I did here: duplicated the layer, cut out the oceans (I don't know if it is your intention) by clicking on one by one with the magic-wand, right click on the layer in the layers dialog, add alpha channel, then edit->cut. After that, , ...


2

Lots of illustrations start hand drawn. They're often then scanned in and traced (auto trace or by hand) into an illustration program such as Adobe Illustrator or Inkscape. The textures then get added at the end, often in Adobe Photoshop. Google 'photoshop and textures' and you'll find dozens of tutorials. Here's a silly one but explains the concept ...


2

Take a look at Sketch. It has made big strides toward being your next favorite UI tool. It's vector based but supports raster export. It supports a pixel preview mode similar to Illustrator but I think it does a better job with the vector to pixel output conversion overall.


2

Designing video game characters seems to be a whole college major of its own now. Designing backgrounds could be broken into by going to school for illustration, graphic design, etc, but still more on the lines of illustration/digital illustration. Many of these specialized fields can be entered through different digital art / media backgrounds. Unless you ...


2

So in GIMP 2.8 you can do this: Make a rectangular selection the size you want your button to be Be sure to select rounded corners in the tool options Save this selection to a channel, just to be sure you can retrieve it whenever you want Create a new layer for the button background, fill it with you base color Invert your selection in selection->invert ...


2

Well, sorry for resuscitating a thread whose solution was already accepted. I was facing the same "batch layer exporting" problem, except I wanted to export groups of layers together, for instance LAYER0+LAYER1, LAYER0+LAYER2, LAYER1+LAYER2. Neither JessyInk nor the script files from Inkscape Launchpad worked for me... This is one of the first answers I ...


2

I am skeptical about the idea that "vectors aren't supported." I am certain that libraries exist for all mobile platforms: vectors are only ever viewed as raster images. {edit for clarity:} While the "mipmap" discussion below refers to 3d rendering, the mipmaps themselves are "raster" textures to be applied during rendering. There is no reason one cannot ...


2

When evaluating graphics software for pixel art this is the kind of tools I'm looking for: The most well known software that is also great for pixel art is Photoshop. If you don't have access to it and are looking for the next best alternative, look at GIMP. I've been happily using it on Macs since around 2010 and it has everything you need for pixel ...



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