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Behind every immersive world lies a meticulously crafted game art pipeline, a process where raw ideas evolve into interactive, polished assets. Game art isnt just about making things look good. Whether its a photorealistic RPG or a stylized indie game, every visual element follows a structured journey from concept to integration.
Mechanical Hand The studio’s upcoming game, Atomic Picnic, is the brainchild of the company’s CEO, Camilla Slotfeldt. She drew a lot of the first conceptart for the main characters. Like a mechanical hand and survival aspects inspired by the ‘ Roadside Picnic ’ novel.”
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Carlsen’s vision for Cocoon sprang from a fascination with game mechanics. Art director Erwin Kho had caught our eye with his personal art series Islands.
Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game. Mechanics: Games are not very good until you have constraints that make it hard for players to achieve the objective.
But behind every update lies a complex art production pipeline that must scale efficiently while maintaining artistic integrity and production efficiency. The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. What Makes Live-Service Art Production Different?
“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. Theme and mechanics are inseparable parts of board games as a whole. When people talk about mechanics, they tend to mean to strategy, tactics, and rules. There is no hard-and-fast line that splits mechanics and theme.
The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. I thought that the core mechanic in this 2D game was extraordinary, so I contacted the developers. So, he wanted to be experimental and try something new. “I
Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving, he explains. Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving. Something I want to feel in a game rather than a structured concept.
We throw ideas around, different puzzle mechanics, narrative elements and unique interactions,” Olczyk says. We love exploring different styles of puzzles, logic, pattern recognition, environmental interactions and even experimental mechanics like cooperative dialogues.” “We never run out of puzzle ideas!
The concept evolved from there, eventually centering on an inn caught between two rival guilds of adventurers. Lee focuses on art direction, UI/UX design and related programming tasks, while Kim takes charge of illustrations, adventurer designs and animations. What if there was an inn where monsters and adventurers could stay together?
The idea for Wall Town Wonders emerged quickly, as Cyborn CEO and Creative/Art Director Ives Agemans recalls: “I put on a Quest Pro, activated passthrough, and walked around my room, asking what I’d like to see happening around me. Within days, the concept was pitched to Meta and greenlit enthusiastically.
Magic Cauldron follows Wordle’s template, with similar mechanics but featuring potions instead of words. Here are just a few examples: Cooking Madness looked at how it could further monetize the concept beyond pickaxes with Pirate Treasure, which features a $4.99 premium battle pass.
I can really implement my vision, and I have the flexibility to add in content and mechanics that Creo’s fanbase and others would like to see. It would be great to bounce ideas and concepts off of fellow colleagues when building my games. And the biggest pitfalls? What’s your creative process?
Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same. In this blog, we will discuss the difference between game art vs game design and how each plays a unique role in game development. A game designer designs the overall concept of a game.
Much like theme vs. mechanics , separating people into gateway gamers and hardcore gamers is another persistent dichotomy in the board game community. Unlike theme and mechanics, though, I think this distinction is much more useful. You can make complex games based on simple mechanics like Patchwork.
Art Director Sally Luc believes that every team member’s origin and unique perspective on the world help shape something that goes beyond solely what’s popular. This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics.
What caught my attention wasn’t just her confidence on the panel but the fact that she was not only a student pursuing three majors at Wits University she was also the Lead Concept artist at Chroma Pixel Games , a game studio based in Zambia. In grade 10 I took art as a subject. My art teacher was a huge inspiration to me.
The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game. That’s a mechanic. Chess tells a story.
According to Carlos Casals , 3D Artist and Co-founder of Ticking Clock Games, “We were throwing around all sorts of mechanics and game genres, but we kept coming back to one image; a flying ship.” ” In terms of the 2D art, the team was fortunate to find an artist that clicked. It just felt like the right fit.”
Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. Early play-testing feels more like science than art. “Fun” is a nebulous and weird concept for game developers. I chase functionality, theme-mechanic unity , and smoothness of experience.
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Carlsen’s vision for Cocoon sprang from a fascination with game mechanics. Art director Erwin Kho had caught our eye with his personal art series Islands.
Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Sean: Guidelines for writing good rules really boils down to learning the art of instruction and communication. I’d say the main tool set for understanding and wielding that art form is empathy.
Each level also had unique mechanics and art styles that all tied into a cohesive whole. Then it cuts to concept artist Emily Johnstone anxiously trying to pitch design ideas to a group brainstorm meeting which she just happens to be the only woman in the room.
Everything can be scrapped at a moment’s notice – mechanics, rules, art, and even basic core concepts. You come up with basic ideas, find physical pieces to represent those ideas, and come up with game mechanics. Then you regulate the expression of those mechanics through rules.
Since I was a child, I always found myself surrounded by art, because most of my family were artists (ballet dancers, painters, musicians). One day I discovered video games could be much more than just ‘entertainment products’, and fell in love with the idea of mixing all the things I loved about art in a new medium.
It’s a brutal journey of persistence, frustration, and constant restarts, where the stakes are as emotional as they are mechanical. Internal debate The development of Ascending Inferno wasn’t just about embracing punishing mechanics though. Left: the original conceptart for the logo, right: the final logo. experience.
As industries evolve, so do the applications of mathematical concepts, opening doors to diverse career paths that merge creativity, logic, and problem-solving. From creating realistic physics simulations to designing engaging game mechanics, math plays a crucial role in crafting immersive experiences.
Look for companies that offer full-cycle game development services, that cover everything from art, animation, VR/AR/XR-based development, right up to game testing. It can be visual, through storyboards, or conceptual art demonstrating what the character or environment may look like. Is it well-defined? What is the time frame?
They must create art that is optimized for mobile devices, easy to understand, and engaging for players. All these and more are key to developing a successful game, and this article will focus mainly on tips that serve as art production solutions for developers. Furthermore, using a consistent art style can aid in brand recognition.
For the purpose of this breakdown’s coherence, I won’t go into details of the shooting and marshal mechanics, nor will I cover the end-game shooting bonus. I’m going to focus on the programmable movement, because this mechanic alone has a lot of subtle implications which I will proceed to break down.
That’s where key art comes in. In this guide, we’ll reveal the secrets to making stunning key art. Are you ready to unleash your creativity and turn your love for art into a successful career in game marketing? For realistic characters and settings, understand these concepts well. Let’s get started!
Box art is incredibly important in the board game industry. The naive designer may lament that board gamers are only looking at the surface, not seeing the mechanics or the potential for incredible gameplay. Your board game box is the most important art you’ve got – make it count! (If Need help on your board game?
Brainstorm game concepts for 30 minutes. Google “list of board game mechanics.” Find or make simple art for your game. Swap out any art that doesn’t reinforce the feeling you’re trying to evoke. Play the game with your first draft art and components. Make a Board Game in 28 Days: Printable Download.
It is true that games speak to players through gameplay – the core engine, mechanics, and rules. However, when people think of storytelling in games, they think of theme, story, art, components, and even box design. Art and storytelling Physical experience and storytelling Parting advice. Playtesting storytelling.
Just trying to get a sense of place and then figuring out what kind of mechanics and interactions grow from it.” I love bringing in the right expertise for a piece of conceptart or a soundtrack, but right now I’m very content focused on creating rather than running a company.” “Notebook. A quiet place.
Mechanical Hand The studio’s upcoming game, Atomic Picnic, is the brainchild of the company’s CEO, Camilla Slotfeldt. She drew a lot of the first conceptart for the main characters. Like a mechanical hand and survival aspects inspired by the ‘ Roadside Picnic ’ novel.”
As an artist, I see games as works of art, not just as interactive entertainment. I sketch many times, not only my conceptart but even game mechanics. It’s a new way to make art. “One of the biggest advantages is surely the freedom. What’s your creative process? On paper, it looks very clear.
Today due to applying top-notch technologies and modern approaches in game development, games can be a real work of art. Talking about sci-fi 3D art, we should point out the current crazy popularity of this genre. We are talking about a way too simple and insufficient creation of certain objects, mechanisms, or scenes.
Art Director Sally Luc believes that every team members origin and unique perspective on the world help shape something that goes beyond solely whats popular. This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics.
The name Chibig is a reflection of the cute Chibi art style which is used in all the games of the studio. With much of the game involving little witch Mika swooping around the beautiful scenery of the island, the team is particularly proud of the flying mechanic. “We
Bitmap Books is known for its catalogue of visually stunningly books on the art, history and culture of video games. I graduated from Somerset Art College in the early 00’s and moved to London where I worked for a few branding agencies,” Dyer recalls. By trade, I am a graphic designer.
Atmosphere, when done right, can turn the bundle of programming, art, and sound that we call a video game into something so much more than the sum of its parts. Rather, the ‘atmosphere’ of any game is a combination of many things: art, sound, post-processing effects, story, dialogue, and more. This is the power of the game atmosphere.
As AI continues to advance, the future of art and AI in game development holds tremendous promise. In this article, we’ll explore the evolving relationship between art production and AI, discussing their potential impact on the gaming industry.
A large majority of the art was created from scratch, but Hartley admits having used a few asset packs to help speed up development. “I I feel there’s nothing worse than seeing an art asset in another game that’s identical to the one you’re using. “I
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