Ispring (@IspringKMR) profile picture

Professional Artist and blobfish enthusiast. Official owner of ifish

Joined May 2022
Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)Photo by Ispring (@IspringKMR)
Custom Palette - 32 colors #pixelart
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Birb Study
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Didn't quite finish this piece since I already got out of it what I wanted and ran out of time lol ill be continuing the study with a few more pieces tomorrow
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Warmup sketches
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Practice work
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Sketches
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For my fellow game dev artists, what are some design issues you've run into down the line when creating art for one of your projects? Have you had to redo assets because it didn't mesh with the gameplay? What are some design tricks you've picked up for different projects?
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I also included some of the other floor variations, which are essentially gradients. Since each of these tiles in 16 by 16 and can tile with itself and each other you can very quickly make a large amount of variations with very minimal workload.
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Now instead of variations causing a workload increase for each, they all multiply with each other. This allows for fast and efficient variations to flesh out a more immersive environment under a lower time budget.
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This gave me quite a bit of trouble initially. Especially since the project I'm working on currently has an art style that needs much more detail and variations. Initially, I had very over-detailed flooring that didn't allow for good clarity with my player and collision objects.
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I'll start. When I prepare to work on a long-term project with a specific gameplay loop, I usually create a game jam-type mockup just for fun first. On one of these projects for a sidescroller platformer, I made the mistake of having the tiles have an angled perspective.
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For combat-focused metroidvanias, this will typically be fine, but with a project that is focused on mobility and needs clearly defined collision, that angle doesn't work nearly as well as the flat view.
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Thanks for 600 followers! Here's a rough draft of some tileset work I've been working on. #pixelart
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For those who have played Stoneshard before, hopefully, it reminds you a bit of their environments. I've been doing a fair amount of studying of their work and am hoping to be able to capture a similar level of world-building eventually.
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