Category: Art and Animation
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Art & Animation Week 10: Bone Rigging
Definition Bone rigging is a type of animation where you attach a skeleton to the character, and then animate by moving the skeleton. This is an alternative to frame-by-frame and works very well if you are animating something from a single angle, as you cannot rotate a 2d image. In comparison to frame-by-frame, which takes…
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Art and Animation Week 9: Walk Cycles
Walk Cycles are a type of animation used in games. It’s an animation of a character’s movement so it can appear more realistic in the game.Animation in games is usually 24 frames per second. Although I have two animations that don’t match that below (sorry) They both match a second per 2 steps. This animation…
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Art and Animation Week 8: Anatomy & Character Design
Anatomy This week we worked on human anatomy. This is an essential part of character drawing. There are several ways to tackle drawing anatomy depending on the project at hand. One method is Gesture drawing, where the artist will create a quick sketch based on a reference photo or live. This method focuses on the…
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Art and Animation Week 6: Pixel Art and Platformer art.
Pixel art Pixel art is a form of digital art, it’s made using low pixel sizes so you can see the individual squares. It comes from early games as it was the only art style available as it kept file sizes small enough for computers and consoles of the time. Nowadays game developers still use…
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Art and Animation Week 5: Colour Theory And Shape Language & Top-Down Shooter Assets
Colour Theory Colour Theory is guidelines to help a designer communicate information and create appeal through colour. This can be through individual colours or colour schemes. People will naturally associate colours with different emotions and feelings. Thus you can use this to influence the perception of a product, character, brand or piece of artwork. Now…
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Art & Animation Week 4: One-point perspective + Space invader art
Definition One point perspective is a type of perspective drawing, where everything converges on one vanishing point. This means everything will lead to one point, instead of multiple like other types of perspective, such as two point, three point, ETC. Inspiration I’m not super used to environment pieces so I decided to base it on…
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Art and Animation Week 3: UI + Temple clicker art
UI, or user interface, is how the player can navigate the game. This can include the menus as well as the HUDs, heads up display, which displays information during gameplay. Some games, such as social deduction can be very HUD heavy, while games like life sims don’t need them as much. Social deduction games, such…
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Art and Animations Week 2: Layer modes and Photobashing
To start off with, I manipulated one photo to see how much I could adjust the mood and tone of the picture. I started with this picture I got from Pexels taken by Tianwang Xiao. I thought it had the potential, as it matches many different moods. There are several focus points you could use.…
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Art and Animation Week 1: Character Design
Designing a detective character!