There are some things in this video that I have already mentioned before. The thing is, I often see people stressing over the fact that they can't draw, and then you see their art and the art skills themselves aren't really the issue. So I wanted to show how even "bad art" is often better than you think with just a few minor changes, and That you can get better results without actually having to learn how to draw. Maybe not good or great results, but still better. Hopefully the fact that I repeat some things felt warranted. As always, comment down below if you have any feedback or questions.
It took me soooo long to realize that you just draw random stuff and then compare which one is best looking and why. Until ~6 moths ago, I've just been stuck in the tutorial hell, by learning how to draw a specific thing in the art style of the author of the tutorial and never actually learning anything from it...
This is one of the best videos I've seen about art styles because I think it strikes the chord of what I feel most beginners need to hear. Getting good at art is a long (basically life long) process, but that doesn't mean along the way you won't be able to create good appealing, interesting, stuff. It's better to focus on the stretches of the journey in front of you, and not the ultimate end goal that might not even be visible from where you are starting, and more importantly don't stop drawing.
Back when I was still learning how to make games, I would always get stumped on what to draw or what kind of assets to create. The moment I took a step back and figured out what kind of art direction I needed for my project, working on the rest of the assets became a lot easier. It should be like a law of game art at this point: Before you get started on any asset whatsoever in the game, figure out what kind of art direction you're after. Will save you tons of hours.
Of all the drawing and pixel art tutorials out there, this is probably one of the best. You really touched on something beyond the typical "practice" and "keep it consistent". The graph of Appeal and how it relates to skill is spot on. And as you explore the spectrum of your possible peaks, I find you gradually raise the bar and create new styles / peaks as well. Awesome video!
I am 100% not naturally artistic and really don't understand it. Your videos like this one putting art creation into layman's terms is so unbelievable helpful, I really appreciate it.
This is a great video! My other advice would be to spend time mastering your artistic skills before you try to make a game. Or, if you really can't wait to start making the game, then use simplistic placeholder art to develop the game, and practice your art skills on the side. By the time you finish coding the game with your placeholder art, your art skills will have improved and it will be much faster for you to draw all the art of the game as the final phase of design. Too many designers try to start with art, which really isn't necessary.
I actually liked your character's art style at: 4:36. I thought what you had there was good enough. It looked like a man in a world trying to get home. Thus, what you had there would have been fitting for such game. The chosen colors, etc. created an EFFECT! The original colors, etc. brought natural focus on the character and the colors, etc. brought contrast compare to his surroundings. It created an effect to where the eyes would naturally focus on (I hope this makes sense). Hence, I add that the idea of what's "good" in art/game art can be subjective and could depend on the game, its story, the desired effect, etc. etc.
It's great to see the concept of local and global maxima used in a way that can help someone improve how they approach art. You won't know unless you sample across a large sample space. An approach I'm currently using is reducing the amount of possible decisions I can make by reducing the size of the global decision space. Based on a personal hypothesis this allows me to more easily hit a local maxima that I find adequate for my personal tastes. The only issue is that I am limited by the theoretical global maxima of the decision space I reduce myself to... but for the amount of decisions I'm still left with I don't believe it's an issue.
Thank you sir. Your videos are so helpful for beginners than any other videos which teach you specific style / stuff which you want to create. That's what most people (including me) will usually go for. Games I currently make on the start of my journey are simple but I would really like to make them by myself in every aspect. Including graphic, coding, music, etc. Art is something I have absolutely no experience and struggle where and how to start but also something I would really like to know at some mediocre level at least. Thanks for your content!
I'm learning from you a lot. Thank you for sparing your time to share these videos. I was making the exact mistake of using "I don't have the skills to draw" as an excuse. Also, that "realistic character" issue is common among amateurs.
I love your work!! Always talking about specefic things in game art. This might make your channel even more niche than game dev channels already are. But it sure is an absolute delight for the people who are interested. Please continue being cool!!!!!!
Hey! You are back! Is always good to see you, 😄.Totally agree, you are right, simple but coherent is always better. Something really simple that uses 2 or 3 art fundamentals like contrast, composition or color theory correctly will always look better than something too complex for your skill level. Keep it simple, coherent and learn how to use art fundamentals to your advantage. Thanks for sharing!😁
I've never drawn before but I'm going to buy one of those screenless tablets and hope I can make something not trash. lol. These videos have been very helpful and gets me to think about what I need to make a game. I've only made microscopic test games with very few assets and all the assets had been provided. I'm currently working on making a little virtual pet game and have been trying to figure out the art direction. It's such a simple game it can be anything from realistic to 8-bit pixel art so I'm kinda stuck in choice paralysis. lol
I'd joke about how people should be on the lookout for my next big hit using stickman art. But it's been done, multiple times, and made good sales/revenue. So it's more confirming just *how* *much* consistency matters.
Hello there! I have a question for you. As a game artist, have you ever used Procreate Dream? If so, could you please share your thoughts on which one is better for game art - Procreate or Procreate Dream? I really appreciate all the helpful videos you've shared which have been guiding me on my game art journey. Thank you!
I have procreate dreams downloaded and have tried it a little bit, but I still by and large work with procreate. Creating assets is significantly better in procreate (since that is what it is made for) animation is worse in procreate compared to procreate dreams, but It still works, and for someone like me who has gotten used to it isn't too bad, it has what you need to do animation. So if you only intend to get one of the programs I think procreate is better.
hi i like your style and your videos so helpfull also i wonder can you make a tutorial (or tutorials maybe) about full of making 2d asset like how to save file,make character animation etc.
Great video. Keep them coming! My biggest problem is that I can't describe what I am looking at. 1:14 is a perfect example. If I was able to put in words what I am seeing, I would be able to be conscious about the art direction. I would much appreciate it, if you can help expand my vocabulary when describing game art.
good video as always. btw i also use procreate and ipad for my workflow. but now i supercharged my workflow and i love it. i export a psd file from procreate with my layer groups having prefixes corresponding to my game atlases. then i have a python script that simply extracts my procreate groups, crops them and puts them to my atlases, then runs atlas packer, rebuilds my game and runs it. i use it for my game background assets and ui icons etc, and its such a game changer. i just draw comfortably on my ipad and in minutes its already in my game without all the copying and pasting and cropping etc. i will try to use it for animations also with procreate dreams but now it lacks some export features yet
That's awesome! I might look into it, I was already really happy with setting up a server, the process became so much faster.. Haha I've also looked into procreate dreams, or rather I've bought it, but haven't gotten around to sitting with it properly (saw a lot of people complaining that there were some kinks to work out)
@@Nonsensical2D man, procreate dreams is a true game changer if you like 2d frame by frame animations, there is nothing comparable and easy to use on ipad. i trully love it. it just lacks some features.. from procreate yet ;) but in couple of months and updates it will be spectacular, i love it already for animating. its much much better for animation than regular procreate. highly recommend it
i love watching your video content , content is very helpfull , i am stuck at stuttering please make video on how to avoid stuttering in mobile game . background game object shows jitter when we move player .
Not related to this video in general. I know you're making a side scrollimg platformer, but are there any video concepts you could do with a top down camera setting? (Or isometric). I'd really love to see your main forest scene used in your videos recreated as top down. Because it'd be nice to get some insight on whether one's game makes more sense as side scrolling vs top down, and what mental differences you have to take into account for the perspective change. Mechanical wise it changes of course, and is the biggest priority, but I'm sure from a focus in art design would still be really helpful.
Damn, I feel that video is targeted at me ahah. I’ve been working on my game for a quite a while now and I have only been using placeholder assets that I quickly sketched. I keep pushing back my art tasks as far as possible because I want the gameplay to feel right first which I believe is the right thing to do but also because I have no idea what art style to use for the game. You just confirmed what I needed to do : take inspiration from existing games and just draw a lot and in different styles and just choose what feels right.
I actually really agree with the approach you have had so far though. I do think generally getting "gameplay" right and making the game fun can often be better than trying to perfect the art before you have a game 'worth playing'. :)
I CAN draw, well...sorta, but I am just hellishly slow at it. I mean, I have been saying since the beginning of making my game, that I am no artist, just a programmer and people are telling me to shut up already. Because I have no bdget, I have to do it myself. I know what I want my art to sort of look like, so I try my best to get there. It will just take me forever, and that kinda sucks!
The "best you can do" example at 4:30 looks really good to me. But maybe it could use a better scene. Maybe it's important to compose an interesting stage before comparing different art styles?
While it might make a difference, I really think that it's important to note that when you are comparing two styles or two assets, it all becomes relative. Even if neither style is as good as it can be, you would still see that one style is closer to what you like. I prefer getting to a comparison stage as quickly as possible, because it's generally a time sink, even if it can be beneficial.
I don't have a hard time drawing I more have a hard time with scale, resolution etc everything always turn too pixely too blurry to smal to big etc...I think you should make a part 2 about game size. I would need a deep dive
It definitely sounds like a good idea, the problem is that I personally don’t know exactly where people run into issues when it comes to resolution, so its difficult for me to replicate the issue and then solve it (which is what I would have to do in order to make a decent video on the topic) If I can figure out how to do it then I definitely will :) (have you looked into import settings/project settings? They can sometimes cause issues.
If you don’t have a tablet I would probably recommend pixel art (it’s the easiest to do with a mouse) but it might work if you use some vector art as well. I would generally recommend a tablet though, mainly because it will take a really long time to get the results you want if you only have access to a mouse (even though it is probably possible).
it depends on people. left-brained people are good at logic and programming things. and right-brained people are good at arts and design. to tell which one are you just put both of ur hand together like praying and then see ur thumbs position. if right thumb in the bottom then you are left-brained person, and if left thumb in the bottom then you are a right-brained person.
I think it's easy if you have been making art for a long time to scoff at the idea that art direction might be a somewhat novel idea. But when I look at new releases on steam, the biggest reoccurring issue in my opinion is precisely the lack of art direction, so I do hope that talking about it can hopefully help some :)
There are some things in this video that I have already mentioned before. The thing is, I often see people stressing over the fact that they can't draw, and then you see their art and the art skills themselves aren't really the issue. So I wanted to show how even "bad art" is often better than you think with just a few minor changes, and That you can get better results without actually having to learn how to draw. Maybe not good or great results, but still better. Hopefully the fact that I repeat some things felt warranted. As always, comment down below if you have any feedback or questions.
Happy new year. Missed your videos already.
I feel like it was made for me, so thank you!
Thanks so much for the video. It resonates with me.
It took me soooo long to realize that you just draw random stuff and then compare which one is best looking and why. Until ~6 moths ago, I've just been stuck in the tutorial hell, by learning how to draw a specific thing in the art style of the author of the tutorial and never actually learning anything from it...
This is one of the best videos I've seen about art styles because I think it strikes the chord of what I feel most beginners need to hear.
Getting good at art is a long (basically life long) process, but that doesn't mean along the way you won't be able to create good appealing, interesting, stuff. It's better to focus on the stretches of the journey in front of you, and not the ultimate end goal that might not even be visible from where you are starting, and more importantly don't stop drawing.
Back when I was still learning how to make games, I would always get stumped on what to draw or what kind of assets to create.
The moment I took a step back and figured out what kind of art direction I needed for my project, working on the rest of the assets became a lot easier.
It should be like a law of game art at this point: Before you get started on any asset whatsoever in the game, figure out what kind of art direction you're after. Will save you tons of hours.
Of all the drawing and pixel art tutorials out there, this is probably one of the best. You really touched on something beyond the typical "practice" and "keep it consistent". The graph of Appeal and how it relates to skill is spot on. And as you explore the spectrum of your possible peaks, I find you gradually raise the bar and create new styles / peaks as well. Awesome video!
I am 100% not naturally artistic and really don't understand it.
Your videos like this one putting art creation into layman's terms is so unbelievable helpful, I really appreciate it.
I have been always bad at drawing and this is what was stopping me from trying to develop a game, but this video is truly inspiring, thanks!
Incredible video. I love the straightforward way you elaborate on the height/importance of stylistic choice.
+Sub +Fav
This is a great video! My other advice would be to spend time mastering your artistic skills before you try to make a game. Or, if you really can't wait to start making the game, then use simplistic placeholder art to develop the game, and practice your art skills on the side. By the time you finish coding the game with your placeholder art, your art skills will have improved and it will be much faster for you to draw all the art of the game as the final phase of design. Too many designers try to start with art, which really isn't necessary.
I actually liked your character's art style at: 4:36. I thought what you had there was good enough. It looked like a man in a world trying to get home. Thus, what you had there would have been fitting for such game. The chosen colors, etc. created an EFFECT! The original colors, etc. brought natural focus on the character and the colors, etc. brought contrast compare to his surroundings. It created an effect to where the eyes would naturally focus on (I hope this makes sense).
Hence, I add that the idea of what's "good" in art/game art can be subjective and could depend on the game, its story, the desired effect, etc. etc.
Perfect take man :) thank you for making this content it helps a lot !
It's great to see the concept of local and global maxima used in a way that can help someone improve how they approach art. You won't know unless you sample across a large sample space. An approach I'm currently using is reducing the amount of possible decisions I can make by reducing the size of the global decision space. Based on a personal hypothesis this allows me to more easily hit a local maxima that I find adequate for my personal tastes. The only issue is that I am limited by the theoretical global maxima of the decision space I reduce myself to... but for the amount of decisions I'm still left with I don't believe it's an issue.
Let me say that this channel is awesome! Continue with it because is very good!
Thank you sir. Your videos are so helpful for beginners than any other videos which teach you specific style / stuff which you want to create. That's what most people (including me) will usually go for. Games I currently make on the start of my journey are simple but I would really like to make them by myself in every aspect. Including graphic, coding, music, etc. Art is something I have absolutely no experience and struggle where and how to start but also something I would really like to know at some mediocre level at least. Thanks for your content!
I'm learning from you a lot. Thank you for sparing your time to share these videos. I was making the exact mistake of using "I don't have the skills to draw" as an excuse. Also, that "realistic character" issue is common among amateurs.
I love your work!! Always talking about specefic things in game art. This might make your channel even more niche than game dev channels already are. But it sure is an absolute delight for the people who are interested. Please continue being cool!!!!!!
Hey! You are back! Is always good to see you, 😄.Totally agree, you are right, simple but coherent is always better. Something really simple that uses 2 or 3 art fundamentals like contrast, composition or color theory correctly will always look better than something too complex for your skill level. Keep it simple, coherent and learn how to use art fundamentals to your advantage. Thanks for sharing!😁
Very nice video
This is simply great and powerful advice, as always by the way !
excellent points.
My style is very rough, but I try to do it cohesively.
How do you advice to find some ways to explore more famous art styles to maneuver around practicing?
I've never drawn before but I'm going to buy one of those screenless tablets and hope I can make something not trash. lol. These videos have been very helpful and gets me to think about what I need to make a game. I've only made microscopic test games with very few assets and all the assets had been provided.
I'm currently working on making a little virtual pet game and have been trying to figure out the art direction. It's such a simple game it can be anything from realistic to 8-bit pixel art so I'm kinda stuck in choice paralysis. lol
Love your outfit, you're looking snazzy.
Another great, useful video!
Thanks for the help!
I'd joke about how people should be on the lookout for my next big hit using stickman art. But it's been done, multiple times, and made good sales/revenue.
So it's more confirming just *how* *much* consistency matters.
Hello there! I have a question for you. As a game artist, have you ever used Procreate Dream? If so, could you please share your thoughts on which one is better for game art - Procreate or Procreate Dream? I really appreciate all the helpful videos you've shared which have been guiding me on my game art journey. Thank you!
I have procreate dreams downloaded and have tried it a little bit, but I still by and large work with procreate. Creating assets is significantly better in procreate (since that is what it is made for) animation is worse in procreate compared to procreate dreams, but It still works, and for someone like me who has gotten used to it isn't too bad, it has what you need to do animation. So if you only intend to get one of the programs I think procreate is better.
thanks !
hi i like your style and your videos so helpfull also i wonder can you make a tutorial (or tutorials maybe) about full of making 2d asset like how to save file,make character animation etc.
Not sure if that bit with bob the ugly blob was intended comedically or not but it made me choke on my drink 😂
Great video. Keep them coming!
My biggest problem is that I can't describe what I am looking at. 1:14 is a perfect example. If I was able to put in words what I am seeing, I would be able to be conscious about the art direction. I would much appreciate it, if you can help expand my vocabulary when describing game art.
Yes, I can definitely look into doing that!
good video as always. btw i also use procreate and ipad for my workflow. but now i supercharged my workflow and i love it. i export a psd file from procreate with my layer groups having prefixes corresponding to my game atlases. then i have a python script that simply extracts my procreate groups, crops them and puts them to my atlases, then runs atlas packer, rebuilds my game and runs it. i use it for my game background assets and ui icons etc, and its such a game changer. i just draw comfortably on my ipad and in minutes its already in my game without all the copying and pasting and cropping etc. i will try to use it for animations also with procreate dreams but now it lacks some export features yet
That's awesome! I might look into it, I was already really happy with setting up a server, the process became so much faster.. Haha I've also looked into procreate dreams, or rather I've bought it, but haven't gotten around to sitting with it properly (saw a lot of people complaining that there were some kinks to work out)
@@Nonsensical2D man, procreate dreams is a true game changer if you like 2d frame by frame animations, there is nothing comparable and easy to use on ipad. i trully love it. it just lacks some features.. from procreate yet ;) but in couple of months and updates it will be spectacular, i love it already for animating. its much much better for animation than regular procreate. highly recommend it
I have yet to find a tutorial without this one issue
they say "your art looks more like this" and show something leagues above anything I've ever made
great vid
i love watching your video content , content is very helpfull , i am stuck at stuttering please make video on how to avoid stuttering in mobile game . background game object shows jitter when we move player .
Not related to this video in general. I know you're making a side scrollimg platformer, but are there any video concepts you could do with a top down camera setting? (Or isometric).
I'd really love to see your main forest scene used in your videos recreated as top down. Because it'd be nice to get some insight on whether one's game makes more sense as side scrolling vs top down, and what mental differences you have to take into account for the perspective change. Mechanical wise it changes of course, and is the biggest priority, but I'm sure from a focus in art design would still be really helpful.
Yes, I have been planning to do it, I have played around with it for a little bit. But I can't say when a video like that will come out sadly.
Facts
Damn, I feel that video is targeted at me ahah. I’ve been working on my game for a quite a while now and I have only been using placeholder assets that I quickly sketched. I keep pushing back my art tasks as far as possible because I want the gameplay to feel right first which I believe is the right thing to do but also because I have no idea what art style to use for the game.
You just confirmed what I needed to do : take inspiration from existing games and just draw a lot and in different styles and just choose what feels right.
I actually really agree with the approach you have had so far though. I do think generally getting "gameplay" right and making the game fun can often be better than trying to perfect the art before you have a game 'worth playing'. :)
11k subs. Congrats.
Thanks! :)
This doesn't change the fact that I'm still bad at art
I CAN draw, well...sorta, but I am just hellishly slow at it. I mean, I have been saying since the beginning of making my game, that I am no artist, just a programmer and people are telling me to shut up already. Because I have no bdget, I have to do it myself. I know what I want my art to sort of look like, so I try my best to get there. It will just take me forever, and that kinda sucks!
Why do you not have 1 million subs?
The "best you can do" example at 4:30 looks really good to me. But maybe it could use a better scene. Maybe it's important to compose an interesting stage before comparing different art styles?
While it might make a difference, I really think that it's important to note that when you are comparing two styles or two assets, it all becomes relative. Even if neither style is as good as it can be, you would still see that one style is closer to what you like. I prefer getting to a comparison stage as quickly as possible, because it's generally a time sink, even if it can be beneficial.
@@Nonsensical2D Aha good point, thanks!
I don't have a hard time drawing I more have a hard time with scale, resolution etc everything always turn too pixely too blurry to smal to big etc...I think you should make a part 2 about game size. I would need a deep dive
It definitely sounds like a good idea, the problem is that I personally don’t know exactly where people run into issues when it comes to resolution, so its difficult for me to replicate the issue and then solve it (which is what I would have to do in order to make a decent video on the topic) If I can figure out how to do it then I definitely will :) (have you looked into import settings/project settings? They can sometimes cause issues.
Have you used procreate dreams yet?
Only a little bit. But not to do anything serious. But I am going to get into it soon enough I hope :)
What an enncouraging thumbnail 😂
Thanks ❤ , is it necessarily using tablet to make beautiful art?
If you don’t have a tablet I would probably recommend pixel art (it’s the easiest to do with a mouse) but it might work if you use some vector art as well. I would generally recommend a tablet though, mainly because it will take a really long time to get the results you want if you only have access to a mouse (even though it is probably possible).
@@Nonsensical2D yeah I feel always not getting any results using only mouse, is a tablet without screen gonna help?
@12feetupthank you so much 💓, keep the good work up 💯
@@Arab_GameDev definitely. I still use a screenless tablet when I draw on the computer.
1:33 game name please 🥺....
I think sheepo is the one you are referring to, otherwise its iconoclasts
Robtop ahh voice
Promo-SM
Nah my art suck
Same sadly
it depends on people. left-brained people are good at logic and programming things. and right-brained people are good at arts and design. to tell which one are you just put both of ur hand together like praying and then see ur thumbs position. if right thumb in the bottom then you are left-brained person, and if left thumb in the bottom then you are a right-brained person.
I made my java code tidy and efficient yet i have horrible art. This makes sense.
Also i created platforming game from scratch basically. Using libgdx.
congratulations, you discovered art direction.
I think it's easy if you have been making art for a long time to scoff at the idea that art direction might be a somewhat novel idea. But when I look at new releases on steam, the biggest reoccurring issue in my opinion is precisely the lack of art direction, so I do hope that talking about it can hopefully help some :)
Was that really necessary?
fascinating that you don't seem to understand what a tutorial is