Summer 2014, I worked on a pretty damn fine slots game for iOS, sadly no longer available; here’s a few shots from it.I provided all the artwork and animations for these games with the majority of the art created in Inkscape with a few of the bitmap edits done in Gimp and effects for speed added in Photoshop.
The pixel art players were taken from my football sprites series which were created for various print and marketing pursuits, drawn using ProMotion by Cosmigo.
For about a year around 2013/2014 I provided all the bundle artwork for the guys at Indie Royale. Most of my work was to create the theme art for each bundle, usually based on the titles.
For the most part I used Inkscape to create these pieces, mostly drawn digitally in rough using MyPaint, occasionally in pencil or pen and scanned in. The biggest challenge was timing, often I would be asked to create the art at the last minute with a deadline no more than 12 to 24 hours away!
Here’s a slideshow covering most of these pieces.
Christmas 2011, the holiday season was about to begin.. I was just about to begin the slow down for the holidays, you know the usual sort of thing, mulled wine, ginger wine, mince pies, backing up my files, fixing things, you get the idea. So mid-bite through a mince pie I’m offered a small project to work on, only catch is it needs to be started pretty soon. Something about needing to be done quick. Hmmm.. Tell me more I say..
So first question is, ‘what’s this all about then?’ Turns out the game is a physics based scrolling rollem’about skillfest featuring a little bird that.
Sometimes you’re offered a project that ticks all the boxes right away. Let’s go back to September 2012 when one such project fell in my lap.
The game was called Looksi Pinball and was intended to work with a hardware overlay for an iPad or iPhone to provide.
One of my recent projects was to design the artwork for a pinball game. The first table had the theme of Aliens and UFO’s. So not wasting any time I came up with these little chaps who fly about the Nevada desert looking for things to abduct with their dazzling tractor beam of light. OK it’s actually a blurred out line with an alpha blended gradient and all that other artistic malarkey, but you get the idea.
Initially I did a concept sketch , why break from the norm eh? After a quick scan into the computer I loaded the newly digitised drawing in to Inkscape where I recreated it using vector lines before colouring in using quite a few layers of fills and gradients, oh and the most important ingredient Tea!. The beauty of vector art is it can be exported to pretty much any resolution. This is brilliant for those times in your life when when 6 months down the line you’re asked to do a HD+++ version for iPad Mega Retina 9 or the need arises to create a version in print.
As a test I took the art I’d created for the table and produced a canvas print for my studio wall, the results were excellent.
To finish off here’s what the flying saucer looked like prior to me adding colour and shading.
Quick post today as I’ve been really, really busy of late.
So a few minutes ago I needed to pick a colour from an image I’d found on that internet thing we all seem to spend our lives using. So I hit F7 moved the mouse curser over to the colour area I wanted and well the resulting hue was not quite what I wanted. .Hmmm if only I could sample a range of colours from an area and acquire the average hue, now that would be cool.
Oh how surprised I was when by total accident I held the mouse button down again but this time I dragged it without letting go. Wow! A circle appears and the further out you drag the larger the circle becomes! No way I thought, but way it was and behold the average colour contained within the circle was picked up and as soon as I let go of the mouse button appeared as the current draw colour. Most excellent!!
So today after using Inkscape daily for the past 8 months or so I have discovered something new and something very useful. Awesome stuff!
Here’s a snippet of the new ‘updated’ Blobbit Push tile set for the Sand Sludge Bog area. Yes I know it looks like the old one, or does it?
Hang on why don’t you compare yourself. Marvelous.
(fiddles with some files… uploads…that was so quick , I’ve not finished typing this yet).
Right then, here’s a shot of the old one below.
As you can see in order to make it work on super mega high res screens as featured on the new iPad 3 I have had to vector up the original art so it renders nicely at these new HD screen sizes. Unfortunately there’s no magic button so every piece of art has to be recreated again which isn’t too bad as I can now go in and add lots of detail and extras I couldn’t do before. That’s good right?
You can read more about this process in an earlier post I did back in *coughs* erm.. 2010..
How to turn a pixel art tree into a vector art tree
I suppose we could have gone down the “pixel” route but in all honest I’m pretty sick of all these pixel games using graphics that back in the day would probably have been slated for being too simple. Funny how peoples perception of pixel art and proper HQ pixel art appear to be so widely separated.
Did I mention Blobbit is now on Facebook? Blobbit the Facebook group
Toodle pip me dears… (until next time)
I’ve been rather busy of late creating, converting and tweaking various art assets for inclusion into Blobbit iPush. Some via Unity as rescaled sprites, others taking the form of new 2D & 3D art, not bad! One thing I didn’t really want to do just yet is take on the seemingly mammoth task of up-scaling the original game art to iPad and HD resolutions. Arghhhhhhh!!!
Ok well perhaps that’s a bit of an overreaction but with a looming deadline for the iPhone version on the horizon and time at present being very precious for me a bit of thinking was called for. Ponder, ponder…
Here’s a tree from the Sand Sludge Bog level, or to quote from me book, a G’Wahlah’lahlah tree. This version is from the original Web game and was drawn in ProMotion a few years back in good ol’ retrotastic pixelvision.
Now then, how do I get that scaled up from 25 or so pixels to something that is probably going to push 60 to 100+ without loosing definition and quality? Scale – No. Apply some fancy filters – No. Vector art the sucker – Yes!!
I’ve been experiencing a few problems importing some anims into Unity from Blender recently and decided to take some time out from the hair pulling with this being the result.
Bit flakey around the edges but not bad methinks! Now I know how to use the ‘node’ editor in Blender the possibilities are quite staggering . A few tweaks here and adjustments there will yield some quite nice results I reckon.
The more I use Blender the more I love it!!