Posts Tagged ‘concept art’


Posted by (twitter: @@JeffersonSN)
Saturday, April 16th, 2016 7:19 pm

I’m back baby, after 5 months without dev anything because things :( Ok, sadness of the lonely dev cave, now I’m back with two friends!!! Yeeeeeyyyy
Some concepts and dev screenshot!

Concept of the main gameplay

Hello Construct2 my old friend…


Concept art!



We finally got a idea and our first character concept art.

Posted by
Saturday, April 16th, 2016 1:09 am


So… It’s some kind of endless runner and our golem shapeshifts into other elemental forms.
The main function is working (walking and very basic world generation).

Boss fight : concept art

Posted by (twitter: @alpha_rats)
Wednesday, September 23rd, 2015 7:13 am

The game in itself is progressing slowly, but at least I have the character designs ready to be turned into final sprites.

Here are some pictures of the concepts!

alpha_rat- character design sketches miniLD62

Concept art : first boss drafts


concept illustration : FIGHT !

3 stages- concept art- alpha_rat LD62

This ain’t even my final form!

Frankenstein’s Monsters, Inc

Posted by (twitter: @AtkinsSJ)
Saturday, August 22nd, 2015 5:43 am

Morning folks! Not my favourite theme, but not the worst. I’m making a game about Dr Frankenstein, who as everyone knows, is the real monster in the story. It’s a management game about running a monster-building business. I have a tendency to always aim too high in game jams, but I think that I’ve managed to simplify it enough to be feasible. Enjoy an exciting concept-art sketch:

(Apologies for my awful handwriting.) Not to actually start making something!

Good morning!

Posted by (twitter: @bytegrove)
Saturday, August 23rd, 2014 1:04 am

It’s morning in Sweden, and I’ve been brainstorming and drawing some concept art!
I’m making a reversed-god-game hack-and-slash. (better description in the works)
I’ve got my stream up and running at: :)

Little Rainbow Story

Posted by
Friday, August 22nd, 2014 7:39 pm


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

The horrible attack of the huge labrats!

Posted by (twitter: @sirGustav)
Sunday, April 22nd, 2012 3:00 am

Work in progress on the rat graphic, also trying out the game with 64×64 tiles for the player and rat. Not sure if I’m going 64×64 or 32×32. The game is sortof balanced against 32×32 but there is much more detail in the 64×64.

Rat concept

Screen cap from cs6 of older rat with darker eyes

Screenshot bit bigger tiles and rat enemy

The bisca biscuits may not be good for you, but they sure are tasty



Moar progress!

Posted by (twitter: @sirGustav)
Saturday, April 21st, 2012 4:01 am

4 hours in I got some completed level assets and basic jumping/collision from my basecode.

More concept and sketches

Assets in game, some partly colored and some have only lines (ignore the ninja, it will be replaced by a the-far-side looking scientist dude)

Introducing our entry in PoV’s Challenge: Darts

Posted by
Tuesday, October 5th, 2010 8:15 am

It’s time we unveil our game! This is the first concept actually created by both me and Smiley over at Area 161. (Technically, there was Tiny the Blog but that was just me at the 360|iDev game jam sans Smiley) Our code name for the game is (drumroll please):


Yeah, I understand codenames are supposed to be…well, codes. However, we’re still new to game dev and so we’re saving all of our creativity for the game itself and perhaps the real game name. Remember, I’m also the one that said it was safe to discuss your ideas publicly, so that’s what we’re doing. Now, I know what your thinking, “Darts? Really? All this talk about story, originality, ground breaking interaction, etc and they come up with darts?”

Some key factors to the game design:

1. Multiple devices – Our darts are going to use iPods and iPhones as the dart device with the iPad being the dartboard. It’s something that seems to make sense for us and still unique. We actually had the idea around WWDC, but have been waiting for GameCenter to make it to the iPad which finally is happening with iOS 4.2. It’s not a new idea or even all that novel, but it’s still unique enough to be different.

2. Dart types – This is where we will differentiate ourselves. There’s a ton of serious dart games out there for both the iPad and iPod. Ours is NOT going to be joining their ranks. Ours is going to be completely different. While we are taking the basic game of darts as the basis for our mechanic, that’s about where it stops. See, it’s not that we think that darts as a game isn’t fun. However, let’s face the truth. Darts is not world’s most favorite past time. Therefore, we have an idea of how to introduce some more fun into the game. To give you an idea, here’s some concept art for the darts:

A couple of dart types

That is what you’ll see on the dart device whereas this is an idea of what you might see once the dart lands on the dart board:

Concept Landed Dart

We have some other creative ideas as well, but we haven’t fleshed them out yet. Therefore, you’ll have to tune in to our next week’s post to get a deeper view into the game.

The main artist for the game art is my dad. Smiley and I are way rusty on our art skills, so we needed someone who actually knew what they were doing. My dad has been an artist all his life, most of it professionally as a graphic artist. He’s retired now, so he needs something to keep him busy. According to him, the sketches above show how “rusty” he is. His “rusty” beats our best efforts, hands down. LOL It’s also neat to have him contribute to the design of the game in addition to being “just” the artist. How can you not look at that concept art and get inspired?

Technical Update:

The past week was getting a rough game engine in place to put up screens, load/play sounds and figure out simple sprites. We coulda used Cocos-2D, but I figured that we’re going to eventually be pushing the boundaries of iOS as far as interaction, etc in future games. Therefore, rolling our own will likley be an eventual thing, so we better get our learn on now. This week is going to be nailing down the throw mechanic. I have some ideas of how to do it technically in my head, but we’ll see if I can actually translate that into compilable Objective-C code!

All in all, it’s a pretty exciting time for us as a company. We’re in the throes of building our first game and we have a crazy deadline to hit. We’re starting to feel like real game developers for the very first time and we’ll be honest, the feeling is pretty intoxicating. :)

my islands are hungry

Posted by
Saturday, April 24th, 2010 3:57 pm

so I got some McFatness++ stuff.

Along with that, some kind of concept art:

He doesn’t seem to approve of my meal.

Idea Stuff

Posted by (twitter: @philhassey)
Friday, December 14th, 2007 9:26 pm

So I played with some ideas .. the one that kept coming up was gunpowder… so that’s what I’ll be doing.  You can see in my stuff below that I toyed with marble chutes, race car pile-ups, throwing cars into highways, toxic waste etc .. So maybe I’m going with the boring idea, but it seems like it’ll make for a fun game anyways.


Working title “Pillar”

Posted by (twitter: @mikekasprzak)
Friday, December 14th, 2007 9:15 pm

I think I found a concept I like. I’m currently calling it “Pillar”, as in a pillar/tower, and caterpillar. Here’s some concept art.

PoV LD10 Concept

A character composed of blocks, that acquires new blocks as he moves. The controls I haven’t figured out entirely, but at the very least I think it’ll be based around the idea of picking a block on the character as a pivot point, and rotating him.  Probably constanly moving, walking in to walls, until told to turn around (or automatic after a few seconds).

As blocks are collected, they become part of him, evolving in to Tetris like shapes and beyond. The rotating mechanic is your ability to get to new heights, and cross gaps. Physics wise, I think it’ll be entirely axis aligned, since it’ll be far too easy to make shapes that couldn’t normally keep balance.  Legs would sprout wherever needed, purely for look cohesiveness.  Face always moves to the front middle of the shape.  Perhaps tails and other things sprout if a shape deems it.

My only concern at this point is trying to figure out, level design wise, why you wouldn’t want to always create a long piece.

[cache: storing page]