I’m back to work on the Oppidum Prototype and wanted to share my process for sketching the game’s environments. It’s extremely modular by design in order to save both pre-production and production budgets.
The video is available to the public for free, all I ask is that if you have a question you leave it with a timecode in the comments on Youtube. Keep an eye out in the near future for a low-cost final product with audio commentary, video callouts and your questions answered.
You don't sketch at all in the video, how much of a clear idea do you have before you start to do things in photoshop?
And you detour things a lot... Your assets seem to have clean alphas. Are you refining the silhouette of the things you insert in your paintings?
Hahah, is "low-cost final product with audio commentary" and awkward phrase? Seems like a lot of people have responded with the full deal hehehe.
Please let me know if you have any questions or suggestions
If you want to be more technical on what this technique is called though, it's called Collaging. (Dunno if I spelled it right but as long as it sounds like Col- loge- ing to you, its fine). So if looking up the 2d asset/game dev vids don't help you find enough then look up digital collaging or whatever. Peace. lml
Collaging huh, I always figured that was just an arts n crafts kinda thing a mother might do for a scrapbook haha. Didn't know that was a term for 2D game art development, Seems like a pretty interesting thing to learn about. I'll definitely look some of that up! I practically know nothing about game making itself and There's just no reason to get mad when someone is just trying to say "hey, other people do this too.. check it out." . So peace to you as well man!
Collage is a great word for it, a bit more deliberate in tone than bashing but it comes with the cost, as mentioned in your dialog - of being confused with glue sticks and scrap paper unfortunately. Modules and modular seem more appropriate when working digitally I feel and indeed I would say all videogames are highly modular and have always been so. In any case the root of what we're talking about, synthesis of any two or more objects, pre-dates mankind
One of my favorite examples however are the sets in Alien, which as I understand it were collaged, combined, kitbashed, assembled - from the misc. parts of an aircraft junkyard.
That's interesting info there, thanks.
Isn't working in that modular workflow more boring than drawing it? And if so, what are the benefits of it as opposed to just gathering reference or painting on top of a few base images?