Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 03:34:40 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)Mockups, or the "Please say this is going to be a game" thread
Pages: 1 ... 425 426 [427] 428 429 ... 466
Print
Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 2630091 times)
Nicholas Lives
Level 1
*


Catch of the Day


View Profile WWW
« Reply #8520 on: January 13, 2015, 04:14:12 PM »

Been going mockup crazy lately as I work to give new life to our assets. New cave assets mockup, new menu mockup and a new pause screen UI mockup!





Logged
oahda
Level 10
*****



View Profile
« Reply #8521 on: January 16, 2015, 03:39:02 PM »

Oh, I forgot about this thread. Did the first piece of my own concept arting for my game, together with girlfriend who felt inspired and wanted to add to the drawing – I'd only previously done sketches and some proper concept art had been made by someone else for me.

Here's a little submarine surprised by the descendence of a crashing train.

Logged

blinkok
Level 1
*



View Profile
« Reply #8522 on: January 16, 2015, 05:11:39 PM »



New characters, items and tileset for Serious Dave, wip.
fantastic character work!
Logged

My 2D Stuff twitter: @blinkok
krzymsky
Level 0
*


View Profile WWW
« Reply #8523 on: January 17, 2015, 08:20:44 AM »

Logged

making art and games
http://krzymsky.com
a slow painful death
Level 0
**



View Profile
« Reply #8524 on: January 17, 2015, 09:01:34 AM »

that's really quite excellent. Maybe some more detail in the foreground could help visibility a bit
Logged
oahda
Level 10
*****



View Profile
« Reply #8525 on: January 18, 2015, 12:42:08 PM »

Yeah, just something to contrast it out. Dunno how to best do that. Bring up the contrast slightly and perhaps use a little more highlighting of the type used on the wall by the blue light coming from the monitor. That's a really nice, defining line. Maybe some blur on the background if it doesn't look too awful? Less contrast on the background? Dunno! Looks very nice, anyhow!
Logged

Cellusious
Level 8
***


View Profile WWW
« Reply #8526 on: January 19, 2015, 06:47:30 AM »

Logged

Torchkas
Level 10
*****


collects sawdust


View Profile WWW
« Reply #8527 on: January 19, 2015, 09:29:39 AM »

Cellusious, I really love how artsy all your stuff is. I just can't help but have no clue as to how it would work as a game. It seems almost impossible to create a system out of your artstyle. It might be the point, and I'd like if you could prove me wrong. I just don't want to see your talent go to waste.
Logged

joseph ¯\_(ツ)_/¯
Level 10
*****



View Profile
« Reply #8528 on: January 19, 2015, 11:59:03 AM »

That's silly. you can make a game with any art style -- the difficulty is finding a good workflow for producing assets, etc.
Logged

quan
Level 3
***



View Profile
« Reply #8529 on: January 19, 2015, 07:05:06 PM »

Yeah you could literally make a game out of any art style, some things would require more work than others but still.
Logged
KellyRay
Level 0
***



View Profile WWW
« Reply #8530 on: January 20, 2015, 07:31:04 AM »

Here's hoping someday I can turn some of these mockups into an actual game.

Logged

@kellyrayj
happymonster
Level 10
*****



View Profile WWW
« Reply #8531 on: January 20, 2015, 09:46:46 AM »

That's great!  Kiss
Logged
Cobralad
Cowardly Baby
Level 10
*****



View Profile
« Reply #8532 on: January 21, 2015, 07:04:08 AM »

Decided to make a post-nuclear tileset out of my old stuff


Also, cyberpunkish card game thing


Logged
Howard Day
Level 1
*


Huge fan of spaceships and exposions.


View Profile WWW
« Reply #8533 on: January 23, 2015, 12:37:54 AM »

Working on a Dark Forces inspired 3rd Person Shooter in Unity. Just got cheap-ass-mobile-friendly reflections working, with blurry reflection Occluders as well! This is 8 draw calls for the whole scene, because I'm shooting for super quick mobile rendering. Also, I really like the Unity Lightmapper... It's really quick and yields really neat results with a very minor time input. Which is a real shame, as I'd previously had really terrible results with it. I feel like I've discovered something that's been awesome all along.


Logged

Main Art guy on Wings of St Nazaire, here's our Devlog, and my Personal Website. SPACESHIP!
quan
Level 3
***



View Profile
« Reply #8534 on: January 23, 2015, 02:25:29 AM »

haha, i love that classic 2D enemy sprites in a 3D environment. Those storm troopers looks great.
Logged
Armageddon
Level 6
*



View Profile
« Reply #8535 on: January 23, 2015, 08:55:27 PM »

Oh man I love it, I've been wanting to do a Dark Forces 2 ripoff for awhile now in Unity.
Logged

Miguelito
Level 4
****


makes graphics


View Profile WWW
« Reply #8536 on: January 24, 2015, 09:38:04 AM »

In the spirit of the Global Game Jam!

Logged

   (← new art twitter)
alvarop
Level 9
****


ignorant


View Profile WWW
« Reply #8537 on: January 24, 2015, 10:03:10 AM »

loooks amazinggggggg!
Logged

i make games that can only ever be played once on http://throwaway.fun
happymonster
Level 10
*****



View Profile WWW
« Reply #8538 on: January 24, 2015, 10:43:34 AM »

You always make art look easy!  Shocked
Logged
NazosSystems
Guest
« Reply #8539 on: January 25, 2015, 08:17:32 AM »


This made me drool...
Logged
Pages: 1 ... 425 426 [427] 428 429 ... 466
Print
Jump to:  

Theme orange-lt created by panic