I hope you found this video helpful, let me know what you think, and if you like Lumbah Jump you can wishlist it now on Steam 🥰 - store.steampowered.com/app/2061420/Lumbah_Jump/
how you break down the games is the same way they teach in art school. Watching this made me go down memory lane, nostalgia. Glad to have found this video, your explenations are superb and I will keep coming back for more.
Yeah I love breaking down games into the fundamentals, makes it feel worth it doing all the learning and practise to see it being used so effectively in fantastic games :D
One of the best TH-cam tutorials I've ever seen. I love how you engage with different types of learners, by showing various examples and thoroughly explaining what you mean, using the science behind your teachings. Keep up the good work brother!
Thanks for the kind words Chalios! I hope to share more on this game in the close future :D with tips and things I learn along the way of course. Thanks for watching
This was probably your best video so far! I really like how you've toned down the meme stuff, but kept some subtle humor in. This was a really good breakdown of the key elements. :)
Cant wait to see what you do with the art collab!! So cool to be introduced to so many cool fellow youtube artist!! You got mad skills, and I know youre going to kill it!!!
Thanks Chuck! It’s gonna be a hard act to follow, so much amazing work on there but I’m excited to see what happens 😁 appreciate you checking my stuff out
Wildly underrated channel, just came across it and I’m hooked. Also it feels like you could’ve split this video into the analysis part where you look at different games, and the rest, for 2 10 minute videos, which’s probably better for the whole youtube game, but I kinda appreciate you keeping it into 1 video so people don’t have to go look for a part 2 or a different title all together. PS. I’m more comfortable doing character art and animation, so I’m struggling to create backgrounds/environments to create a finished mockup scene/frame/level, especially with all the post processing stuff (adjustment layers, gloom, light, fog, effects in general..etc) Perhaps you could make a video about that if thats something you’re interested in covering by sharing your approach and thought process behind it.
hahah trust me I had considered splitting the video up more, funnily enough this has already been cut as there is ANOTHER part to this video which I ended up cutting out as it would've been crazy to edit and finish all that, and I do think the other part is more valuable as a standalone video. Perhaps I'll get to finishing that sometime since it's already written :) But as you say, having to find multiple parts is kind of annoying these days, though I might try that tactic since TH-cam prefers multiple video session time these days ? I have a couple of videos about backgrounds, there is an environment tutorial one, which, is a bit cringey in terms of comedy, though the value should still be there, and the recent concept art video I tackle some of the layer modes and techniques you mention in there. Check em out and see if they help, if not, perhaps I'll consider another deep dive into that topic in the future, though my main priority right now is progressing this darn game that is taking me so long to finish haha :) - Thanks for the comment and kind words
Your content and editing is really good man, I’ve been watching several of your videos recently and they’re really helpful! I hope your channel keeps growing :))
This is such a great overview of the design process. Just a quick idea for a video (that I've yet to see anyone else make) - you mention taking a screenshot of your bare level, then designing on top of that, then bringing those elements back in -- would be interesting to see your process.
Thanks! Yes perhaps I'll share this in a future video. It's fairly basic, there's a function in Godot to export your current screen as a PNG image, I do that for a screen, then import to clip studio, create the artwork, then simply reimport to Godot, all of the collisions remain as the barebones level, but the art will sit on top of the level :) I'll probably show this in a future devlog or something as I plan to make more of those for this game in particular as I've learnt some things that may be handy for beginners :D
I'm about to start my Game Dev journey and so I'm researching by watching a Ton of TH-cam Videos and I have to admit that this video helped me a Lot! Thank you soo much for this incredible wealth of Game Dev knowledge. I really appreciate it. God Bless
(0:16) I do appreciate your disclaimer as I can then set differences and expectations. I'm primarily into hand-drawn 2D art as that's what I favour the most, am the most attracted to, and am influenced by. My primary areas of interest are in children's fiction picture books, illustrated novels, and comics, though I have secondary interests in animated TV programmes and films. I'm not normally a video game person due to a long off-topic story, but I'm inactively working on a game idea as a side project after I first saw it in a daydream I had that later turned out to have been influenced by a few TH-cam videos I watched from other users. To be fair, I think some of the ideas you showed in the video could also work for comic art and book illustration. (0:46) Oh! I'll need to think about that more than expected. Coincidentally, in your art style analysis examples, you showed a dark game first and a bright game second, which reminded me of the tone I currently picture for the story in my game idea. I don't currently have a complete story for the game, but I do know that it'd primarily be a story-driven experience, and that the story, as I currently imagine it, would start out sad and progressively get happier, with the help of some additional gameplay mechanics that would involve the player character upgrading their skills, abilities, and wits, and the game's story would end on an exciting tone with the ending cinematic after the final boss gets defeated. (6:46) This somehow reminded me of a decision I made with the art style. For my game idea, I currently draw heavy inspiration from an old arcade game from the early '90s that I was introduced to through a TH-cam video, and I know for one thing that some of its design decisions were results of technological limitations of the time. For example, some research I did seemed to point towards the 1992 arcade game's character sprites being two sets of Targa captures (TGA image files) that had their backgrounds removed and the rest recoloured to create different characters, while I imagine using full 3D models that would be different for each character. Other examples include having a floating HUD instead of a dedicated area, and stages being built on varying grid sizes instead of a fixed grid size. (12:10) In my case, I imagine that, in the highest to lowest priority for my idea and without giving too much away about it, it would be the player character, enemy characters, major pickups, HUD, and minor pickups. I haven't yet reached the point of designing concept art, so that's not final. (14:45) The game I'm drawing heavy inspiration from had a 'prehistoric' theme, but I knew I wanted to change the theme, initially to not appear like a rip-off, but later to also set up a new fictional world as I would decide to have the game be the first in a series, well, in the same way Steamworld could be considered a series, or in other words, different games taking place within a shared fictional world with the same art style and design traits. So far, there are three themes I had considered, with the one I'm currently focusing on being Norse mythology. (17:52) 'PureRef' That's interesting, and I had never heard of that before your video. In my case, I'm instead using Milanote to organise my art references as I already use it for a number of other things (currently primarily to organise my visual design research notes and examples), in which different media would have dedicated boards. (19:17) As I haven't yet settled on the art direction and soundscape for the game idea, I instead decided to design the gameplay mechanics and a skeleton UI first. but I somehow now have the idea to draw up some skeleton levels too if I were to get any ideas for such levels, though not anytime soon as if probably want to work on the UI and story first in order to dictate the bounds of stages because the game would likely be 2.5D instead of full 3D.
Thanks Telaba, yeah that was fun looking into those games. And obviously that's just my interpretation too, would love to hear what everyone else thinks :D
This is a fantastic video! You call out a number of really important factors when thinking about almost any art style. The part that really impressed me was your wonderful analysis of popular game art styles. Well done!
I love this because I'm not so expert with my english but I do preffer to watch your videos without subtitles snd if I don't understand something there are your visual support to help me!
all right. I have tried game dev before (terrible at coding though so they were never that fun to play) but I think it’s time to step out of my wheelhouse and make art that LOOKS like a game. especially since I want to get into animation for games.
Since a wee youngin I have always wanted to develop games and thanks to your videos it is giving me the push to do so. I will have to setup a discord and try out some of your game dev tasks using your tips cause this definitely sounds like a whole lot of fun! Thanks again! 👍🏼
Another awesome and very helpful and though-provoking video. Thanks Saul! Great seeing the results of the previous challenge too, it's amazing the range of stuff people have produced.
A little bummed that it looks like Lumber Jump has shifted to be Face Plant. Quirky and fun looking, I was just so pulled into Lumber Jump in this video!
Thanks Sparky! It's basically just art theory applied to games, so I guess I just learnt it over the years of assimilated learning from various sources, school, university, online, etc - and this video is just putting it into my own way of understanding it :)
@@saultoonshey, I've been in a difficult mood these days, but doing my best to keep on, thanks for asking, I hope you are doing wonderful! This week I put you in background on twitch while working, I was busy, I was not able to participate but I was watching the level creation process for your game, I'm rooting for you and waiting for it, already wishlisted it.
hahah this is really just my analysis, they might not consider all of the things I mentioned while developing the art, however a lot of this is just trying to break it down into the fundamentals, art is a lifelong learning journey so we'll never know it all haha always learning :D
I know that there are gonna be 30 people who wanted to see their favourite game here, but it's such a shame that there is no Hyper Light Drifter, it has a very solid art design. Great video!
I want to make games, but I have no coding experience, so I'm gonna start drawing up characters and tile sets first. I really want to make a 2d fighting game, but more simulation than arcade, and I want to make a top down isometric game like eastward
I don't know if that was intentional or not, but around the ''Blasphemous Art Analysis'' bit, when you have CC's on it looks like Arty is actually saying it in the speach bubble.
Yo firstly, AMAZING tutorial but Oh my god is there a video which talks about the kind of level design you are doing? Where you make the level outside of the game engine and then put it in? Im really curious as to how we can do that properly.....
Thanks a lot! In terms of that process about level design... 1) I create the level in engine using their level editor, in Godot 2) I then just screenshot the stage in game, making sure the game window size is the correct size for pixel consistency (I also made a little script of this to batch screenshot all of the stages of my game, but this isn't necessary) 3) I then just take that screenshot into my art software, in this case is Clip Studio Paint, sometimes Aseprite, and draw on top of that, making sure not to adjust the platforms from the level design :) 4) Export the image and pop it back into the engine, placing it in the right place with pixel snapping so it's pixel perfect. Easy peasy :D
Juice is actually about game development and not a joke 😂 juice is basically just things to give great player feedback, visual, audio, etc. like screen shake would be considered juice
i love painting and drawing but my question is how can i use copy the same title as the video game title example like tom clancy's the division or assassin creed without breaking the rules here. sorry not explaining it well
Huh? You can’t use something that you don’t own the copyright to? If that’s what you mean. You can’t call your game assassins creed because they own that
can u teach us how to draw art for games that u play on free sites like miniclip, crazygames, addictinggames etc. Im trying to make a game (like small flash games)but i dont know how to draw them or what tool.
Hi! My one question is this: a lot of the pixel art you did in the mock-up is not tileable, and couldn’t be used as assets for the creation of a larger game (over and above being one-time-use assets). Do you plan on making more tile sets when actually working on the game rather than sticking to such a painterly but inefficient method of gamemaking?
Good question! The original plan was to use tile-able assets for this game, I even tested it though this was not shown in this video. However I decided against tiled assets with this game for two specific reasons. 1) The size of the resolution. Lumbah is ~16px in size, when making tiled assets I prefer to maintain a consistent pixel unit size and for a 512x288 resolution game, a 16 pixel unit is far too small, and having larger background tiles looked strange next to a 16px Lumbah - I’m sure there’s some tiled solution that could work however this doesn’t consider point number 2, and the most important reason for not using tiled assets… ATMOSPHERE! Tiled, reusable assets may be efficient in some ways, but they do not have the same atmosphere as free form painterly style. Given that the whole point in this game is upwards progression, I feel it’s far more important to have a gradient of unique screens that feel like you’re travelling through a world, rather than copy pasted assets for time-efficiency. Especially since the player will be falling a lot, and should easily be able to identify their screen, and progress. When I did my research in the reference stage, I looked at Jump Kings entire map in particular (you can Google to see), and each stage is unique with clear visual progress, I feel this is one of the most important aspects of a progression based hardcore platformer like jump king, getting over it, etc. and a tiled asset that is repeated throughout does not give the same sense of adventure or exploration, in my opinion. Also, I’d like to point out that just because it’s painterly doesn’t make it inefficient, this was one of my concerns too as I work on this solo, but as a freelancer Ive worked in animation industry on backgrounds and have learnt many techniques to make the process efficient. Not shown in the video are my custom pixel pattern brushes, similar to tiled assets I can quickly and easily paint in bushes, grass, wood, vines - all of which you can see in the mock-up, these were made very quickly once figuring out the pattern. The limited palette and simple textures also make my life incredibly easy when creating new levels in the same area, but because I’m more free with the design and not constrained to a tile size, the results can be more organic, which is my goal. Perhaps I’ll share these techniques in a future video, but you’re gonna have to trust me for now that, I fully believe in working smart and not hard 😂 pop into a twitch stream some time and I’ll show you some cool techniques I developed for this 😄
@@saultoons Hey, thanks so much for the detailed response! I had kind of forgotten that this was a jump king-esque game when I asked the question, and that clears a lot up. I agree that its possible to become more efficient when you're working in a non-tileable style, but at the same time it might not be quite efficient enough for larger projects like metroidvania / adventure games. But for a game in this genre, I agree that a painterly style is important since such a massive part of what sets these games apart is their visual style and appeal. Again, I really appreciate that you put so much time into writing me back (and sorry I'm two days late on the response!). I'll have to check out your twitch sometime and get a better feel for your process to see what I can incorporate into my own! Also, this video deserves a lot more attention for the effort you put in!
@@nat298 Thanks nat! Yeah 100% - while tiling might be more efficient for larger game areas, you could also spend more time creating unique tile variations for those sets if your game needs some visual progression or variation to not be too stale. I think there are a lot of factors to consider when making the art for your game, and it really depends on the size of the game, as you mention, the atmosphere you want to get across, and probably also the approach the artist wants to take :D Thanks for the great question :)
Very informative video about art design in multimedia about moving images...except for the fact that background and game images are always moving in the video which makes me extremely dizzy.
Yeah I had thought this would add more interest to static images but I’ll definitely not add this in again due to the motion sickness inducing effect haha. Thanks for the feedback
BEGINNER here! What's the difference between *8-bit pixel art and 16-bit?* I'm confused about this concept of bits like what should be the *canvas size* for either one? (if we're designing sprites of pixel art scenes) Any help would be much appreciated. Thank you! You've earned a Sub :D
This is a common misconception, and can be a confusing one. The ‘bit’ refers to the computing power of those console generations, where computers were only able to store and process a maximum of 8 bits per data block - like the Famicom or NES. Or 16 bits per data block on later generation consoles like Sega Genesis. There is no such thing as a specific canvas size or style for designing an 8bit or 16bit style game. While consoles from these generations would have certain canvas sizes, they can still differ between console/handheld. Compare any games from these generations, the style variety is absolutely huge, even on the 8bit generation which had more limitations that 16bit. So if you wanted to design games or sprites inspired by these generations. You’d have to look closer at the games in those specific generations and take a clear reference, also trying to mimic the limitations of the consoles that they were on (certain colour limits per sprite, etc) which can be found out with a quick google search, there are TH-cam videos explaining some of the technical limitations too. Hope that clears it up! Good luck
I hope you found this video helpful, let me know what you think, and if you like Lumbah Jump you can wishlist it now on Steam 🥰 - store.steampowered.com/app/2061420/Lumbah_Jump/
Let me know once you have a DEMO available so I can feature it in my magazine, take care :)
@@skullcommandolabs I will Skull thank you!
noice video u got there.
btw, I have a challenge idea I want to share.
(Just reply to this so that ik u will want to hear it)
please do a video on making tileable art for games. Would love to see a balance between organic and simple explained in your beautiful video format
you just earned a new subscriber!! :)
Hello. Let me just say that this channel taught me a lot about pixel art and I appreciate the tips.
Hello! Happy to hear that EDiddy :D Thanks for watching
Same
Me to
how you break down the games is the same way they teach in art school. Watching this made me go down memory lane, nostalgia. Glad to have found this video, your explenations are superb and I will keep coming back for more.
Thanks, I'm glad you found it useful :D
The bright colors and woodland setting in the mockup really evokes the fantasy and exploration vibe!
Thanks for the review! I’m glad you get that vibe 😄
Great as always ! Lots of tips for game dev, especially for those who are starting their journey ! Well done !
Thanks Skull you legend 😄
I really enjoyed analyzing game art, it was like seeing shape and color theory in action
Yeah I love breaking down games into the fundamentals, makes it feel worth it doing all the learning and practise to see it being used so effectively in fantastic games :D
One of the best TH-cam tutorials I've ever seen. I love how you engage with different types of learners, by showing various examples and thoroughly explaining what you mean, using the science behind your teachings. Keep up the good work brother!
Thanks for the kind words Chalios! I hope to share more on this game in the close future :D with tips and things I learn along the way of course. Thanks for watching
This was probably your best video so far! I really like how you've toned down the meme stuff, but kept some subtle humor in. This was a really good breakdown of the key elements. :)
Thanks! Always learning and adjusting! Appreciate your feedback and for watching :)
Im excited to see what you do with the big art collab!
Thanks! Waiting on some things to arrive then I can continue with it :D
@@saultoons niceeeeeee!
Cant wait to see what you do with the art collab!! So cool to be introduced to so many cool fellow youtube artist!! You got mad skills, and I know youre going to kill it!!!
Thanks Chuck! It’s gonna be a hard act to follow, so much amazing work on there but I’m excited to see what happens 😁 appreciate you checking my stuff out
@@saultoons you got this!!
Wildly underrated channel, just came across it and I’m hooked. Also it feels like you could’ve split this video into the analysis part where you look at different games, and the rest, for 2 10 minute videos, which’s probably better for the whole youtube game, but I kinda appreciate you keeping it into 1 video so people don’t have to go look for a part 2 or a different title all together.
PS. I’m more comfortable doing character art and animation, so I’m struggling to create backgrounds/environments to create a finished mockup scene/frame/level, especially with all the post processing stuff (adjustment layers, gloom, light, fog, effects in general..etc) Perhaps you could make a video about that if thats something you’re interested in covering by sharing your approach and thought process behind it.
hahah trust me I had considered splitting the video up more, funnily enough this has already been cut as there is ANOTHER part to this video which I ended up cutting out as it would've been crazy to edit and finish all that, and I do think the other part is more valuable as a standalone video. Perhaps I'll get to finishing that sometime since it's already written :) But as you say, having to find multiple parts is kind of annoying these days, though I might try that tactic since TH-cam prefers multiple video session time these days ?
I have a couple of videos about backgrounds, there is an environment tutorial one, which, is a bit cringey in terms of comedy, though the value should still be there, and the recent concept art video I tackle some of the layer modes and techniques you mention in there. Check em out and see if they help, if not, perhaps I'll consider another deep dive into that topic in the future, though my main priority right now is progressing this darn game that is taking me so long to finish haha :) - Thanks for the comment and kind words
I missed your videos, man. They really brought me into the pixel art genre.
Thank you for your hard work!!!
Thanks for the love, more to come soon hopefully hehe
Your content and editing is really good man, I’ve been watching several of your videos recently and they’re really helpful! I hope your channel keeps growing :))
So glad you enjoy the videos Aym, thanks so much for watching 😄
This goes really in depth and is very helpful especially the dive into how important values are
Yeah there’s so much to think about it can be overwhelming but also kinda cool how our favourite games share similar principles :)
I’ve been working on a game for quite a while and I was mostly focusing on the characters but now I’ll start to work on the map, nice video.
Awesome Salt Boy, what's your game about? :D
You just have to find a whole bunch of tiny characters
This is such a great overview of the design process. Just a quick idea for a video (that I've yet to see anyone else make) - you mention taking a screenshot of your bare level, then designing on top of that, then bringing those elements back in -- would be interesting to see your process.
Thanks! Yes perhaps I'll share this in a future video. It's fairly basic, there's a function in Godot to export your current screen as a PNG image, I do that for a screen, then import to clip studio, create the artwork, then simply reimport to Godot, all of the collisions remain as the barebones level, but the art will sit on top of the level :) I'll probably show this in a future devlog or something as I plan to make more of those for this game in particular as I've learnt some things that may be handy for beginners :D
OMG This video is BRUTAL :O The Pac-man analysis was mind-blowing!!! Awesome video with infinite work behind it!
Glad it could help Sandor! Thanks for watching
I'm about to start my Game Dev journey and so I'm researching by watching a Ton of TH-cam Videos and I have to admit that this video helped me a Lot! Thank you soo much for this incredible wealth of Game Dev knowledge. I really appreciate it. God Bless
Glad I could help! Good luck with your game :D
I love your videos! Recently i began make games and your videos very help me to draw sprites. Thank you!
That's awesome! So happy to hear Andbro, hope it's going well :)
I took an intro to game development in community college years ago. This is all super helpful info!!!
Glad it was helpful! Thanks for watching Sticky :D
@@saultoons Loved all the pixel style art ! I am going to attempt the challenge with my frog character :)
This really helped me think about game art in a more critical way. Great video, thank you.
No problem thanks for watching
Amazing video! Explaining things with real life examples is genius. Btw the Hollow Knight art style is just so damn beautiful!
(0:16) I do appreciate your disclaimer as I can then set differences and expectations. I'm primarily into hand-drawn 2D art as that's what I favour the most, am the most attracted to, and am influenced by. My primary areas of interest are in children's fiction picture books, illustrated novels, and comics, though I have secondary interests in animated TV programmes and films.
I'm not normally a video game person due to a long off-topic story, but I'm inactively working on a game idea as a side project after I first saw it in a daydream I had that later turned out to have been influenced by a few TH-cam videos I watched from other users.
To be fair, I think some of the ideas you showed in the video could also work for comic art and book illustration.
(0:46) Oh! I'll need to think about that more than expected.
Coincidentally, in your art style analysis examples, you showed a dark game first and a bright game second, which reminded me of the tone I currently picture for the story in my game idea.
I don't currently have a complete story for the game, but I do know that it'd primarily be a story-driven experience, and that the story, as I currently imagine it, would start out sad and progressively get happier, with the help of some additional gameplay mechanics that would involve the player character upgrading their skills, abilities, and wits, and the game's story would end on an exciting tone with the ending cinematic after the final boss gets defeated.
(6:46) This somehow reminded me of a decision I made with the art style.
For my game idea, I currently draw heavy inspiration from an old arcade game from the early '90s that I was introduced to through a TH-cam video, and I know for one thing that some of its design decisions were results of technological limitations of the time.
For example, some research I did seemed to point towards the 1992 arcade game's character sprites being two sets of Targa captures (TGA image files) that had their backgrounds removed and the rest recoloured to create different characters, while I imagine using full 3D models that would be different for each character.
Other examples include having a floating HUD instead of a dedicated area, and stages being built on varying grid sizes instead of a fixed grid size.
(12:10) In my case, I imagine that, in the highest to lowest priority for my idea and without giving too much away about it, it would be the player character, enemy characters, major pickups, HUD, and minor pickups. I haven't yet reached the point of designing concept art, so that's not final.
(14:45) The game I'm drawing heavy inspiration from had a 'prehistoric' theme, but I knew I wanted to change the theme, initially to not appear like a rip-off, but later to also set up a new fictional world as I would decide to have the game be the first in a series, well, in the same way Steamworld could be considered a series, or in other words, different games taking place within a shared fictional world with the same art style and design traits.
So far, there are three themes I had considered, with the one I'm currently focusing on being Norse mythology.
(17:52) 'PureRef'
That's interesting, and I had never heard of that before your video.
In my case, I'm instead using Milanote to organise my art references as I already use it for a number of other things (currently primarily to organise my visual design research notes and examples), in which different media would have dedicated boards.
(19:17) As I haven't yet settled on the art direction and soundscape for the game idea, I instead decided to design the gameplay mechanics and a skeleton UI first. but I somehow now have the idea to draw up some skeleton levels too if I were to get any ideas for such levels, though not anytime soon as if probably want to work on the UI and story first in order to dictate the bounds of stages because the game would likely be 2.5D instead of full 3D.
Great video Saul! :D
I was actually trying to experiment on game art for awhile now.
Good Job man, Have a nice day!👍
Thanks so much :D I'd love to see what you come up with, feel free to share with me if you make something
Nice video! I loved the art analysis section :)
Thanks Telaba, yeah that was fun looking into those games. And obviously that's just my interpretation too, would love to hear what everyone else thinks :D
Thanks!
No problem! Thanks so much for the support
This is a fantastic video! You call out a number of really important factors when thinking about almost any art style. The part that really impressed me was your wonderful analysis of popular game art styles. Well done!
Your videos are always so well made and I can see the work that went into making them. Really informative video and thanks as always for the lesson :D
Thanks a lot for the kind words, I appreciate you watching 😁
Super hexagon was my very first steam game. Love it so much. Great video
I love this because I'm not so expert with my english but I do preffer to watch your videos without subtitles snd if I don't understand something there are your visual support to help me!
Glad you can understand what’s going on, best of luck with your learning :)
Omg sault! I didnt expect to learn SO much, this video is awesome! Definitely makes me think more about the art of my game!
Glad it could help Jackie your game is so sick can't wait to play it :D
this is so inspiring!
i always thought on how to make art.
i should try it out!
You got this!!!
Such a great video; thanks for sharing! I'm definitely going to try mocking up a level... what a great idea!
Thank you Ryan! Oh yes that would be awesome let me know how it goes and don’t forget to share with me :)
1:56 Im romanian so I can confirm that's my back yard and why I love neo romanian among many of it's cousins in the world of arhitecture.
Dont know how i just found out about you now! You're everything I want to be 🙏
Thanks for sharing these very insightful videos ❤
Thank you for tips and useful information!
I like your channel!
Thanks so much for watching :D I appreciate you Brandon
Another excellent in depth video that focuses on fundamental principles often overlooked.
Thanks so much for the kind words 😃
all right. I have tried game dev before (terrible at coding though so they were never that fun to play) but I think it’s time to step out of my wheelhouse and make art that LOOKS like a game. especially since I want to get into animation for games.
You got this! Good luck :D
Since a wee youngin I have always wanted to develop games and thanks to your videos it is giving me the push to do so.
I will have to setup a discord and try out some of your game dev tasks using your tips cause this definitely sounds like a whole lot of fun! Thanks again! 👍🏼
You got this Fun Labs, game dev is a lot of fun and with some hard work you can make anything you want :D
@@saultoons Thanks so much definitely on it bud! Will share on me channel and once I figure out the discord thingy magiggy whatcha macallits Lol. 🤣👍🏼
I love this video. It covered all the aspects of game art and gave me a cue to start. Thank you ❤
Another great art breakdown video!!
Thanks Robert!
make game assets is my big goal, that's why I started drawing again!
Nice, keep it up!
absolutely amazing! We learn so much from watching your videos!
Andrew & Giacomo the dream team!!!!! Thanks a lot, your games are a huge inspiration 😍
Another awesome and very helpful and though-provoking video. Thanks Saul! Great seeing the results of the previous challenge too, it's amazing the range of stuff people have produced.
Thanks Chilari! 😄 yeah I love seeing peoples work on the challenges, it’s super inspiring
2:08 the being in the other ones lap and hands reminds me of ripely from Metroid prime lol
Hahah yeah it does eh
I swear, you never miss. It's always such a pleasure watching your work process, and the way you lay things out and teach concepts? Incomparable. :D
Haha one day I will miss on purpose to relieve some pressure 😂 thanks for the kind words friend!
@@saultoons I'll just start a campaign that it's a new trend.
A downward trend maybe 😂😂😂
ITS REALLY WORKED LOL THANK YOU DUDE
No worries thanks for watching
Hi! I'm new here! I saw you were part of the art collab!!! Hi! Can't wait to see what's next....😊🤗🥰
Hey, yeah I'm hyped, it should be really fun :D
Great video as always saulty
Much appreciated Duck in a Tux, good to see ya :D
This video is super helpful at giving insight for art aspect in game design
Now, if only I have the skill to code the game ;p
Hahaha if I can do it you can do it!!!
Thank you! Your input is well appreciated 🤝🏻
The three C's part was really funny!
glad you liked it! :D
Another great video. Good job.
Thanks Kiandrx, I appreciate you watching and leaving a comment :)
Love this 💚could you pls make a video on how to think of ideas for a game and how to design gameplay? i subbed
A little bummed that it looks like Lumber Jump has shifted to be Face Plant. Quirky and fun looking, I was just so pulled into Lumber Jump in this video!
For sure it was a disappointment for me also but it just wasn’t right
I like your hair style, shows confidence and strength
Thanks 😊
epic content man, just keep doing this 💙
Thanks! I hope to share more tips throughout the process of creating my game :)
This was an amazing video, Toons! This could be a book! If you don't mind me asking, where'd you learn all this?
Thanks Sparky! It's basically just art theory applied to games, so I guess I just learnt it over the years of assimilated learning from various sources, school, university, online, etc - and this video is just putting it into my own way of understanding it :)
@@saultoons wow!
Nice to see a fellow geordie lol. Mint vid by the way!
Oi oiiiiiiii 😂 cheers pal
Buen video chaval, very helpful👍🏻
Thanks for watching :)
Saul! Catching up with you! Great video
Reddmar, what's going on my dude, hope you're doing well, how you been?
@@saultoonshey, I've been in a difficult mood these days, but doing my best to keep on, thanks for asking, I hope you are doing wonderful! This week I put you in background on twitch while working, I was busy, I was not able to participate but I was watching the level creation process for your game, I'm rooting for you and waiting for it, already wishlisted it.
Thank you for the incredible video, very helpful, ty.
You are an underrated GEM
Glad you like the channel UseR :)
I making a game already so yea I’ll take The CHALLENGE!!!!!
LETS GO! Good luck!
*Makes sussy Fry face*
I didn't know, how little I knew about video games art
hahah this is really just my analysis, they might not consider all of the things I mentioned while developing the art, however a lot of this is just trying to break it down into the fundamentals, art is a lifelong learning journey so we'll never know it all haha always learning :D
@@saultoons it is useful nonetheless. Thank you
When's the collab piece dropping man?? So excited
When it’s done my friend! :D
awesome video you earned a subscriber ❤
i can finally continue on my game!
after im done procrastinating
Hhaa i know that feeling, you got this!
Can someone tell me the name of the song playing at 4:20? It’s stuck in my head!
Masterpiece!
Thanks for the love
I know that there are gonna be 30 people who wanted to see their favourite game here, but it's such a shame that there is no Hyper Light Drifter, it has a very solid art design. Great video!
Yeah there’s too many games to go through 🤣 but hyper light drifter is beautiful, perhaps warrants its own video! :)
I love hollow knight but never got close to beating it lol
Me either I got lost hahaha
I want to make games, but I have no coding experience, so I'm gonna start drawing up characters and tile sets first. I really want to make a 2d fighting game, but more simulation than arcade, and I want to make a top down isometric game like eastward
Saultoons walk animation tutorial has reached over 5k likes.So,GO GET THAT DRAGON AND SAVE LUMBAHHHHH....
We're working on it my friend, the Lumbah-verse is expanding ;D
@@saultoons ohh waiting for "Lumbahh:the return" movie in the future😂😂
Great vid!
Thank you 😄
waiting for the collab XD
haha it hasn't even arrived yet, but I'm super excited for it! :D
I don't know if that was intentional or not, but around the ''Blasphemous Art Analysis'' bit, when you have CC's on it looks like Arty is actually saying it in the speach bubble.
hahaha if it's cool then I will say it was intentional, if it's not cool it wasn't intentional ;D
Yo firstly, AMAZING tutorial but Oh my god is there a video which talks about the kind of level design you are doing? Where you make the level outside of the game engine and then put it in? Im really curious as to how we can do that properly.....
Thanks a lot!
In terms of that process about level design...
1) I create the level in engine using their level editor, in Godot
2) I then just screenshot the stage in game, making sure the game window size is the correct size for pixel consistency (I also made a little script of this to batch screenshot all of the stages of my game, but this isn't necessary)
3) I then just take that screenshot into my art software, in this case is Clip Studio Paint, sometimes Aseprite, and draw on top of that, making sure not to adjust the platforms from the level design :)
4) Export the image and pop it back into the engine, placing it in the right place with pixel snapping so it's pixel perfect. Easy peasy :D
@@saultoons thank you so much! That does sound easy!
Awesome video!
Glad you enjoyed it, thanks so much for watching :D
Niceeee thank youuuuuu🌺💐💐💐💐
Thanks for watching :D
cool stuff i sure learnt something
Glad to hear it! Thanks for watching
I got distracted by the host but the art is beautiful too 😄
Hahah yes the robot is too cute 😆😉
1:08 Alright, I can't tell if the juice part of the pie is a joke or if i'm missing something very important about game development
Juice is actually about game development and not a joke 😂 juice is basically just things to give great player feedback, visual, audio, etc. like screen shake would be considered juice
i love painting and drawing but my question is how can i use copy the same title as the video game title example like tom clancy's the division or assassin creed without breaking the rules here. sorry not explaining it well
Huh? You can’t use something that you don’t own the copyright to? If that’s what you mean. You can’t call your game assassins creed because they own that
thank you ao much for this video
I love this video, it's a great reference for me. But surely that yellow line for your platforms is not in the final art?
Placeholder, need something to make the platforms stand out and havent decided yet
@@saultoons I saw you drawing a layer of grass / moss, then the video stopped
Go on, do the grass 😄 It may be cliche but it works so well!
I was playing stardew valley when it was mentioned and it really caught me off guard
I am always watching
can u teach us how to draw art for games that u play on free sites like miniclip, crazygames, addictinggames etc. Im trying to make a game (like small flash games)but i dont know how to draw them or what tool.
You mean like 2D art games? I might get to that eventually, right now my focus is on finishing my current game project :D
please stop shaking the screen
Thanks for the feedback
@@saultoons It's making me dizzy when watching it 😅plz don't shake the screen
Thank you bro !!!
No problem, thanks for watching :D
Nice tutorial ... I've got a problem ... when I first used soft soft , there were so tutorial such as Slayer , wNice tutorialch disappeared after I
huh?
Did you make this background with Asprite or another software?
The graphics were made in clip studio paint :)
@@saultoons tnx😘
Guys I think brakeys just shaved his head and started a new channel 😂😂
ahahahhahahaha imagine :'D
Steam hype!
Let’s go stottyyyy!!!!!
Hi! My one question is this: a lot of the pixel art you did in the mock-up is not tileable, and couldn’t be used as assets for the creation of a larger game (over and above being one-time-use assets). Do you plan on making more tile sets when actually working on the game rather than sticking to such a painterly but inefficient method of gamemaking?
Great video, by the way, and it’s very much appreciated!
Good question! The original plan was to use tile-able assets for this game, I even tested it though this was not shown in this video. However I decided against tiled assets with this game for two specific reasons. 1) The size of the resolution. Lumbah is ~16px in size, when making tiled assets I prefer to maintain a consistent pixel unit size and for a 512x288 resolution game, a 16 pixel unit is far too small, and having larger background tiles looked strange next to a 16px Lumbah - I’m sure there’s some tiled solution that could work however this doesn’t consider point number 2, and the most important reason for not using tiled assets… ATMOSPHERE! Tiled, reusable assets may be efficient in some ways, but they do not have the same atmosphere as free form painterly style. Given that the whole point in this game is upwards progression, I feel it’s far more important to have a gradient of unique screens that feel like you’re travelling through a world, rather than copy pasted assets for time-efficiency. Especially since the player will be falling a lot, and should easily be able to identify their screen, and progress. When I did my research in the reference stage, I looked at Jump Kings entire map in particular (you can Google to see), and each stage is unique with clear visual progress, I feel this is one of the most important aspects of a progression based hardcore platformer like jump king, getting over it, etc. and a tiled asset that is repeated throughout does not give the same sense of adventure or exploration, in my opinion.
Also, I’d like to point out that just because it’s painterly doesn’t make it inefficient, this was one of my concerns too as I work on this solo, but as a freelancer Ive worked in animation industry on backgrounds and have learnt many techniques to make the process efficient. Not shown in the video are my custom pixel pattern brushes, similar to tiled assets I can quickly and easily paint in bushes, grass, wood, vines - all of which you can see in the mock-up, these were made very quickly once figuring out the pattern. The limited palette and simple textures also make my life incredibly easy when creating new levels in the same area, but because I’m more free with the design and not constrained to a tile size, the results can be more organic, which is my goal.
Perhaps I’ll share these techniques in a future video, but you’re gonna have to trust me for now that, I fully believe in working smart and not hard 😂 pop into a twitch stream some time and I’ll show you some cool techniques I developed for this 😄
@@saultoons Hey, thanks so much for the detailed response! I had kind of forgotten that this was a jump king-esque game when I asked the question, and that clears a lot up. I agree that its possible to become more efficient when you're working in a non-tileable style, but at the same time it might not be quite efficient enough for larger projects like metroidvania / adventure games. But for a game in this genre, I agree that a painterly style is important since such a massive part of what sets these games apart is their visual style and appeal.
Again, I really appreciate that you put so much time into writing me back (and sorry I'm two days late on the response!). I'll have to check out your twitch sometime and get a better feel for your process to see what I can incorporate into my own! Also, this video deserves a lot more attention for the effort you put in!
@@nat298 Thanks nat! Yeah 100% - while tiling might be more efficient for larger game areas, you could also spend more time creating unique tile variations for those sets if your game needs some visual progression or variation to not be too stale. I think there are a lot of factors to consider when making the art for your game, and it really depends on the size of the game, as you mention, the atmosphere you want to get across, and probably also the approach the artist wants to take :D Thanks for the great question :)
Very informative video about art design in multimedia about moving images...except for the fact that background and game images are always moving in the video which makes me extremely dizzy.
Yeah I had thought this would add more interest to static images but I’ll definitely not add this in again due to the motion sickness inducing effect haha. Thanks for the feedback
im feeling retro
Retro is cool 😎
What’s the game at 15:10 ?? It’s at the tip of my tongue
Can’t remember the time-stamp but all games are shown in the description my friend :)
Hello, I think you are right but you missed one important point here which is game mechanics it is also essential to build a game.
Definitely!
BEGINNER here!
What's the difference between *8-bit pixel art and 16-bit?*
I'm confused about this concept of bits like what should be the *canvas size* for either one?
(if we're designing sprites of pixel art scenes)
Any help would be much appreciated.
Thank you!
You've earned a Sub :D
This is a common misconception, and can be a confusing one. The ‘bit’ refers to the computing power of those console generations, where computers were only able to store and process a maximum of 8 bits per data block - like the Famicom or NES. Or 16 bits per data block on later generation consoles like Sega Genesis.
There is no such thing as a specific canvas size or style for designing an 8bit or 16bit style game. While consoles from these generations would have certain canvas sizes, they can still differ between console/handheld. Compare any games from these generations, the style variety is absolutely huge, even on the 8bit generation which had more limitations that 16bit.
So if you wanted to design games or sprites inspired by these generations. You’d have to look closer at the games in those specific generations and take a clear reference, also trying to mimic the limitations of the consoles that they were on (certain colour limits per sprite, etc) which can be found out with a quick google search, there are TH-cam videos explaining some of the technical limitations too.
Hope that clears it up! Good luck
@@saultoons Thanks a ton mate!
This clears my query.
No worries, I remember having the exact same question 😁 Good luck with your learning