Posts Tagged ‘artwork’

Art is done, and a prototype that is static

Saturday, April 16th, 2016 12:24 am

Hi guys!! I’m excited and my game is called “Amoebam”, where you are an amoeba. The idea is that the player shifts his shapes with different moves, attack has a different shape, movement has another shape etc.,

The above is just a rough placement of entities, but I’ve only done in the image editor. Still haven’t written code for it. I’ll be using WebGL and OpenGL 3.3 on web and desktop respectively.

See you soon guys! Have lots of work..

More screenshots from story mode

Posted by (twitter: @Slothakiin)
Monday, December 14th, 2015 3:14 am

There’s even more over on my Twitter haha…today was fun! Final game coming tomorrow!!

Cut scene artwork!

Posted by (twitter: @Slothakiin)
Sunday, December 13th, 2015 2:56 am

003 004

I’ve been working on the artwork for the story mode of my game since I finished the core gameplay elements earlier today. I love how it’s turning out so far!

Designing the main character

Posted by
Saturday, December 12th, 2015 9:31 am
Artwork of the main character

Artwork of the main character

This is our first attempt in character designing, and that’s definitely far from perfect. But thats the best we can do on paint and without any graphics skills. The motivation is still here ! 😀

Since our game takes place in Luxembourg, we needed a 70s-style yet luxembourgy sounding name. We’re wondering if anyone gets the reference.

Instruction Screen for Funky Knight

Instruction Screen for Funky Knight

Artwork update!

Saturday, April 18th, 2015 11:54 am



How we were making comics

Posted by (twitter: @BjohnExt)
Friday, August 30th, 2013 12:55 pm

I spent my weekend at the picnic. Monday’s morning. I started painting comics “”Adventure Time”” listening to the audiobook about zombies.Suddenly, Artem (our producer) called me and said, I had an excellent opportunity to make the comics begining and ending of one cool game.I was agree, ‘cos I knew Artem for a long time. But!I couldn’t notice a trick) Artem gave me only 8 hours to do the job.

I was taken aback! I dropped everything! I didn’t eat and drink,couldn’t meet my girlfriend from her work.I was painting, and painting, and painting.. It was great to invent main character that looked like a heat on the stipe. It was unreal to make quality path, that’s why I colored pen scetch. Horror was in next situation. I spent 5 hours drawing the begining and I had only 3 hours to finish another comics. I must draw our team on a final picture and it was harder than main character. Team mates sent theirs photos for me and I started off drawing. The allotted time was ending but I had!

Funny moment! Our game designer Yaroslav turned from blonde to brunette!The fact is that he spent black-and-white photo!I was in a hurry and made him black-haired by mistake) I note that I know how Yaroslav looks like))I found out my mistake two days later, when I logged in skype)The result was a funny joke for our team chat.


Campfire – how we drew the main page

Posted by (twitter: @BjohnExt)
Wednesday, August 28th, 2013 10:04 am

My name is Nikita and I am an artist. Now I realise that my decision of making art for “Campfire” was quite insane idea. After announcement of the concepts the idea of pixel art came up, and we have found it quite fine. Have you ever painted pixel art? I haven’t. The result can be seen in the game. Everything has been making in the midst of chaos. At first we drew a background. Nobody payed attention at the fact that the trees were full of cheerful greenery in winter and the cane swayed playfully in the water, and it was green too by the way. The hero of a science-fiction thriller collected cartridges from trees, tossed them into the fire, and fished out of the hole, which was just like a picture of an atomic explosion. And the fish was galloping through the location, portraying a mettlesome fowl. Then the fish turned into quite a cute reindeer that is in the habit of walking on his horns periodically.

When we finished with the background, we began to draw interface. He turned out to be very nice, but nobody could comprehend what the mitten is. Our producer was arguing with the programmer for a very long time. Producer was saying that blue flashlight (mitten!) should be replaced with a snowflake. Programmer was defending lovely mitten during whole three days of development, but at the end he cursed producer and gave up.

It was a memorable experience. The atmosphere really crazy and full of chaos. I had lots of fun. When will the next Ludum Dare take place?

Just play

object evolution

Mustache Armies – Artworks.

Posted by (twitter: @sephyka)
Wednesday, May 1st, 2013 7:01 am

Hi, my nickname is Sephy.
I’m a French 2D designer – you can see my work on my website.

I joined the TurboDindon team for the 26th Ludum Dare. It was a very great experience, I love my teammates.

We finished our game ‘MUSTACHE ARMIES‘.

Feel free to play, share and rate for us!

(My personal record is finish the map using 10 unities)

You can discover below a few graphic researches, artworks and assets I’ve designed. My mate Raz did other graphics as main unities, backgrounds and logo. Graphics have been inspired by minimalist paintings and shapes. Not everything has been implemented.

Mustache Armies - Artwork
Mustache Armies - Artwork

I hope you’ll like it.

Sorry for my bad English.

The villain’s dream – kittens & goats artwork

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 11:08 am

Not that there isn’t enough programming to be done but I needed a break.

Doing Artwork under pressure is always bad … I’m also not a very good artist^^

the villain's dream red kitten artwork

the villain’s dream red kitten artwork


the villain’s dream goat artwork


the villain’s dream blue kitten artwork










No there’s not going to be an epic battle between kittens and goats, but there’s going to be an infinite number of kittens and one, and only one, goat.



Posted by (twitter: @darwinscoat)
Sunday, August 21st, 2011 11:11 am

Continuing on my artwork quest, this is Zita. She says hello also.


Posted by (twitter: @darwinscoat)
Sunday, August 21st, 2011 8:58 am

Trying to fit in with our theme, I’m making our backgrounds. Just to be sure I don’t rush into anything stupid, I like to make color samples, were I lay flat colors and remove the lineart.


The Second one i may redo… Hm.

Progress on art

Posted by
Friday, December 17th, 2010 10:21 pm

So I decided to be stupid and make some nice sprites first. Here are the results so far:

I’m thinking it will be a platformer in which the balls change your color if you are a different color from them and kill you if you aren’t a different color from them. Also, which color you are determines which spaces you can go through.

What does this have to do with discovery? Absolutely nothing. And I don’t care one bit, ’cause I have some hot balls. (Maybe if I have some time I’ll add a storyline involving a space shuttle)

Random Art Evolver

Posted by
Friday, September 10th, 2010 6:50 pm

Here is a little program I’ve been playing around with (inspired by the theme Evolution, which didn’t make it again):

Random Art Evolver

This program generates random images based on a code (which is shown at the bottom) and mutates them. When you click on one of the images, you’ll see it in full size at the right and all images will start to evolve from that point on. If none of those get any better, you can restart the same code by clicking on the large image.

Once you have found an image you want to use for something, you could capture the screen and save it somewhere as a bitmap, but the idea is to simply save the code and use a function to generate the image at any time.

The library is for haXe, it generates a BitmapData from a given String. It shouldn’t be too hard to port it to as3 as well.


Title Screen

Posted by (twitter: @frimkron)
Sunday, December 13th, 2009 3:39 pm

Just spend a good hour or so working on this title screen:


Note: bears little to no resemblance to the actual game – especially with my placeholder sprites still not replaced 😛

[cache: storing page]